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
Middelgrote monsterlijkheid (weerrat), wetteloos kwaadaardig
Armor Class 15 (behendigheid, verknoopte pels)
Hit Points 136 (16d8+64)
Speed 9 m, klimmen 9 m
STR12+1
DEX18+4
CON18+4
INT15+2
WIS14+2
CHA16+3
Saving Throws Beh +7, Wij +5
Skills Heimelijkheid +7, Waarneming +5
Resistances & immunities niet-magische fysieke schade van niet-zilveren wapens
Senses duisterzicht 18 m, passieve Waarneming 15
Challenge 8 (3.900 XP)
Traits

Zwermgeest. Zolang er een rat binnen 27 m is, kan de Rattenkoning niet worden verrast en heeft hij voordeel op reddingen tegen bedwelmd of betoverd raken.

Regeneratie. Herstelt 10 levenspunten aan het begin van zijn beurt zolang hij minstens 1 levenspunt heeft en een levende rat binnen 3 m is.

Actions

Meervoudige aanval. De Rattenkoning doet twee Beet-aanvallen.

Beet. +7 tref, bereik 1,5 m, één doel. Raak: 13 (2d8+4) snijschade plus 7 (2d6) vergifschade; het doel moet een Con-redding DC 15 halen of wordt besmet met de rattenplaag (max. levenspunten −5 (1d10) tot genezen).

Roep de Zwerm (herlaadt 5–6). Elk schepsel binnen 3 m van een gekozen punt op 18 m doet een Beh-redding DC 15: 21 (6d6) snijschade, of de helft bij succes.

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.