Rath (5e Creature)
Rath[edit]
Medium humanoid (rath), lawful evil Armor Class 13 (studded leather)
Saving Throws Int +7 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. ACTIONSWhip. 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. 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.
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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. |
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