Thunderfoot Rat (5e Creature)

From D&D Wiki

Jump to: navigation, search

Thunderfoot Rat[edit]

Tiny beast, unaligned

Armor Class 14
Hit Points 10 (4d4)
Speed 20 ft.

16 (+3) 18 (+4) 11 (+0) 2 (-4) 10 (+0) 5 (-3)

Saving Throws Dex +6, Con +2
Skills Acrobatics +6
Proficiency Bonus +2
Damage Resistances fire
Senses darkvision 30 ft., passive Perception 10
Challenge 1 (200 XP)

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

Standing Leap. The rat's long jump is up to 15 feet and its high jump is up to 10 feet, with or without a running start.


Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.


Parry Kick. After it is hit but before it takes damage, the rat can use its reaction to force the attacker to make a new attack roll to replace the last. If the new attack roll misses, the rat can make a kick attack against the attacker if it is in range, then perform its standing leap. The movement of this standing leap does not provoke opportunity attacks from the attacker.

The thunderfoot rat appears as an unassuming rodent with anatomy similar to a common gerbil, with sand-colored fur and abnormally thick-muscled legs. The largest of adults can reach about a foot in length. Unlike most rodents, it maneuvers primarily by hopping with both legs in a manner similar to a kangaroo. This locomotion belies the true power of this humble rodent. Those legs are infamously powerful, and according to legend a single well-placed kick can shatter the skull of a serpent.
Thunderfoot rats normally dwell in deserts or other particularly arid and dry regions, and primarily eat fruits and small insects. Their kicks are usually only reserved for self-defense against the many hungry predators of the desert. More than a handful of humanoids have been taken for predators however, and the luckier of them got away with only a limp.

(0 votes)

Back to Main Page5e HomebrewCreatures

Home of user-generated,
homebrew pages!