Night Runner

by StarSailGames

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Night Runners

While most ratfolk are known for
employing sneaky, underhanded
tactics, night runners make a career of
it. These skirmishing soldiers fight in
mobile packs that utilize stealth and
guerilla tactics to harry their foes. Once
foes look sufficiently weakened and
vulnerable, night runners move in for
the kill, using a flurry of throwing stars
and flashing blades to quickly dispatch
their victims.

When working with other ratfolk,
night runners serve as light skirmisher
infantry who utilize their mobility to
harass and disrupt enemies ahead of
attacks from other ratfolk. This is a
dangerous task with a low survival rate,
ensuring that only the most skilled night
runners advance far in their careers.


Art Credit

  • Gutter Runner - Bra1nEater


































Night Runner

Medium humanoid (ratfolk), chaotic evil


  • Armor Class 14
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (0) 14 (+2) 10 (+0)

  • Saving Throws Dex +4
  • Skills Stealth +6, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common, Undercommon
  • Challenge 2 (450 XP)     Proficiency Bonus +2

Crevice Crawler. The ratfolk can move through and stop in a space large enough to fit a creature one size smaller than it without squeezing.

Keen Smell. The ratfolk has advantage on Wisdom (Perception) checks that rely on smell.

Overwhelming Mass (1). The first time each turn that the ratfolk hits a creature with an attack, it deals an extra 1 damage per each ally within 5 feet of the target that isn't incapacitated, up to a maximum of 3 extra damage.

Unarmored Defense While the ratfolk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Bonus Action

Cunning Action. The ratfolk takes the Dash, Disengage, or Hide action

Actions

Multiattack. The ratfolk makes two attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Throwing Star. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature and the attack did not have disadvantage, the next melee weapon attack the ratfolk makes against the target this turn has advantage.

Reactions

Scurry Away. When an enemy the ratfolk can see ends its turn, the ratfolk can move up to half its speed away from the creature and become frightened of it until the end of the creature's next turn. This movement doesn't provoke opportunity attacks. While frightened this way, the ratfolk can only take the dash, disengage, dodge, or hide action. This feature ignores immunity to the frightened condition.

1.0.0

  • Public release
 

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