The Rat King of Zilverbrug Conqueror
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The Rat King of Zilverbrug

Beneath Zilverbrug something rules with a thousand tails

The Rat King
The Adversary
The Rat King
Wererat-swarm sovereign · CR 8

A dozen rats with knotted tails and a single mind, spinning the downfall of the entire city.

Show stat block
The Rat King
Medium monstrosity (wererat), Chaotic Evil
Armor Class 15 (Dexterity, matted pelt)
Hit Points 136 (16d8+64)
Speed 30 ft., climb 30 ft.
STR12+1
DEX18+4
CON18+4
INT15+2
WIS14+2
CHA16+3
Saving Throws Dex +7, Wis +5
Skills Stealth +7, Perception +5
Resistances & immunities bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 15
Challenge 8 (3,900 XP)
Traits

Swarm Spirit. As long as a rat is within 90 ft., the Rat King can't be surprised and has advantage on saving throws against being poisoned or charmed.

Regeneration. The Rat King regains 10 hit points at the start of his turn as long as he has at least 1 hit point and a living rat is within 10 ft.

Actions

Multiattack. The Rat King makes two Bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage plus 7 (2d6) poison damage; the target must succeed on a DC 15 Constitution saving throw or become infected with ratplague (maximum hit points reduced by 5 (1d10) until cured).

Call the Swarm (Recharge 5-6). Each creature within 10 ft. of a point the Rat King can see within 60 ft. must make a DC 15 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

Above ground the trade city of Zilverbrug flourishes: rich guilds, prosperous nobility, bustling markets. But beneath the streets a second city teems in the sewers, and it is getting ready to take over the first.

There reigns the Rattenkoning: a horror of a dozen fat rats whose tails are knotted together forever and who share one cunning, single mind. Around him gathers a growing nest of wererats, and they have disguised themselves among the citizens above, infiltrating the guilds, the watch, and the noble houses. At his signal, the whole city tips over.

You follow the trail of disappearances and bite wounds downward: unmask an infected councilor, tell the infiltrators apart from their victims, and find a way through the maze of sewers to the throne room of filth. Wererats and informers lurk everywhere.

The twist: the coup is already underway, and if you strike too soon, the wererats above make their move at once. You must reach the Rattenkoning and behead him before the signal is given; kill him, and the swarm falls apart without a mind to guide it. In the climax you fight the knot-king, spinning the downfall of the whole city, and his interwoven horde in the dripping vaults, with the clock ticking above your heads.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.