Ratkin Marauders

Ratkin Marauders

Description

In the forgotten tunnels and hidden alleys of the world, Ratkin Marauders lurk as a terrifying sight, a humanoid rat creature epitomizing cunning and savagery. Standing upright with a hunched posture, these nightmarish beasts have coarse, mottled fur covering its sinewy and muscular frame, while its razor-sharp claws and teeth are stained with the blood of their prey. Their eyes gleam with an unsettling intelligence, a reflection of their devious nature and insatiable thirst for power. Ratkin Marauders are draped in tattered remnants of stolen garments and armor, displaying trophies taken from their vanquished foes as a gruesome warning to any who dare oppose them. As the lowest warrior caste in Verrixian society, they are the weakest members; still, they are highly skilled in guerrilla warfare and ambush tactics, striking swiftly and vanishing into the shadows, leaving behind a trail of terror and chaos. Ratkin Marauders are the first among their kin in merciless raids, plundering settlements and leaving no corner of civilization safe from its ravenous plundering.

Statistics

Type

Humanoid

Number

3

Awareness

80

Endurance

30

Athletics

40

Health

3

Combat Information

Hit Location

Humanoid (Head)

Armor

1 (Head)

Combat Skill

40

Magic Resistance

30

Spoils

Spoils table

Traits
Level Adaptation

After level 5:

+D6 Health, +D4 damage, +1 Armor (all body parts except chest)

After level 10:

+D6 damage, +20 Combat Skill

Actions

Claw Slash(Physical)

Roll: 1-2

The Ratkin Marauder lunges forward, slashing at a target with its razor-sharp claws, dealing D6 Slashing damage on a hit.

Dirty Trick

Roll: 3-4

The Ratkin Marauder uses its cunning to throw dirt, debris, or a makeshift weapon into the eyes of a target, who must succeed on a Dodge check or be Blinded until the end of their next turn as they struggle to clear their vision.

Alarm

Roll: 5-6

The Ratkin Marauder takes out a strange horn, preparing itself to sound the alarm. You can attempt to interrupt the call by making a successful Thievery check. A failure means that the Ratkin has sounded the alarm, triggering a Tension Die check.