Rath (5e Creature)

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Rath[edit]

Medium humanoid (rath), lawful evil


Armor Class 13 (studded leather)
Hit Points 58 (9d8 + 18)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) 17 (+3) 11 (+0) 15 (+2)

Saving Throws Int +7
Skills Intimidation +6, Perception +4, Persuasion +6, Stealth +5, Survival +4
Damage Vulnerabilities radiant
Damage Resistances psychic
Senses darkvision 120 ft., passive Perception 14
Languages Common, Draconic, Dwarvish, Giant, Goblin, Orc, Undercommon, telepathy 120 ft.
Challenge 9 (5,000 XP)


See Through Stone. The rath can see through up to 15 feet of stone, earth, or wood. However even a very thin foil of lead or tin or 3 inches of iron blocks this gaze.

ACTIONS

Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Telepathic Assault. Ranged Spell Attack: +7 to hit, range 60 ft., one creature. Hit: 7 (2d6) psychic damage and the target must succeed on a DC 15 Wisdom saving throw or be charmed by the rath. The charmed target regards the rath as a trusted friend to be heeded and protected. Although the target isn't under the rath's control, it takes the rath's requests or actions in the most favorable way it can.
Each time the rath or the rath's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the rath is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

Detect Alignment. The rath touches a creature and magically knows the creature's current emotional state. If the target fails a DC 15 Charisma saving throw, the rath also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.


Another name for the rath species is Cave Lord King. Raths dominate lesser humanoids of the Underdark, such as kobolds, orcs, trolls, and goblins. Raths are kings of the underworld, organizing the nether races into great armies to bring slaughter on their foes and to invade the dwellers of the surface world. Raths do not just bring up negative emotions, they bring up extreme forms of these emotions. So a rath does not just access fear inside a humanoid, it accesses terror and panic.
Raths are almost never found in groups. Raths tend to despise each other and keep their distance. Or they go to war against each other for domination of one part of the Underdark or another. Mating is performed by one rath's minions carrying genetic material to another rath. Raths are not common.
Regarding adventuring parties, a rath's goal is to bring them to complete despair, and lead them to the sweet repose of death.

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