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Rat King

Large monstrosity, lawful evil

A squirming amalgamation of living rats, created and cursed to serve under a cruel lord. Its body is ever changing, its pelt made up of dozens of matted pelts and twisted tails. It screeches in unison with many squeaking voices, converging as one to achieve its goals.

Armor Class 16 (Shifting Skin)
Hit Points 45 (5d8 + 5)
Speed 35 ft.
STR
19
(+4)
DEX
9
(-1)
CON
17
(+3)
INT
10
(+0)
WIS
10
(+0)
CHA
7
(-2)
Saving Throws Str +6 Con +5
Damage Resistances Slashing
Damage Immunities Poison, Acid
Condition Immunities Frightened, Poisoned
Senses Passive Perception 18
Languages Common
Challenge 6 (2,300 XP)

Shifting Skin. The Rat King's body is made up of dozens of squirming rats, if any at the front are damaged, they can swap out for healthy rats from within its body.

Diseased. If the Rat King comes in contact with exposed skin, players have to make a DC 13 Con save, or be poisoned for 1d4 rounds.

Multiple Heads. The Rat King has indefinate heads. While it has more than one head, the Rat King has advantage on saving throws against being blinded, charmed, deafened, stunned, and knocked unconscious. Whenever the Rat King takes 10 or more damage in a single turn, one of its heads dies. The Rat King loses a head each time this happens.

Swarm . Whenever the Rat King takes damage equal to more than half its remaining health in a single turn, it can expel rats from its body and create swarms of rats that attack players. The Rat King's AC lowers by 2 each time this happens.

Actions

Multiattack. The Rat King makes 3 attacks: one bite attack, and two claw attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10 piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 slashing damage.

Pounce. If the Rat King moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Rat King can make one bite attack against it as a bonus action.

Tail. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit: 3d10 bludgeoning damage.

Gore. Target must succeed on a DC 15 Strength saving throw or be grappled by the Rat King. The target then takes 3d8 piercing damage as the Rat King sends a swarm of rats to chew at the targets flesh.