Skaven Gutter Runner (5e Creature)
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Skaven Gutter Runner
Medium humanoid (skaven), neutral evil Armor Class 16 (leather armor)
Saving Throws Dex +7 Cunning Action. On each of its turns, the skaven can use a bonus action to take the Dash, Disengage, or Hide action. Keen Smell. The skaven has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The skaven has advantage on attack rolls against a creature if at least one of the skaven's allies is within 5 feet of the creature and the ally isn't incapacitated. Sneak Attack (1/Turn). The skaven deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the skaven that isn't incapacitated and the skaven doesn't have disadvantage on the attack roll. ACTIONSClawblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. This attack can also be made as a bonus action. Snare-net. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target is restrained by netting. As an action, the restrained target can make a DC 14 Strength check, bursting the net on a success. The net can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).
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Skaven gutter runners are skaven night runners of Clan Eshin that have undergone training in a mysterious fighting style developed in the Far East. Because of their ability to bend and contort their pliable bodies with a speed and dexterity unachievable by man, gutter runners have no need for encumbering armour—they simply dodge the blows and missiles of their foes. Specialising in night raids, arson attacks, and poisoning supplies, gutter runners will simply appear from nowhere and cause maximum disruption from the shadows. Occasionally, when a warlord requires the taking of live captives, gutter runners will use sinister hooked snare-nets against the enemy. |
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