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Skeever CR: 1/8

Small beast, unaligned
Armor Class: 12
Hit Points: 7
Speed: 40 ft , climb: 40 ft

STR

7 -2

DEX

15 +2

CON

11 +0

INT

2 -4

WIS

10 +0

CHA

4 -3

Senses: Darkvision 60 ft, passive Perception 10
Challenge Rating: 1/8

Keen Smell. The skeever has advantage on Wisdom (Perception) checks that rely on smell.   Pack Tactics. The skeever has advantage on an attack roll against a creature if at least one of the skeever’s allies is within 5 feet of the creature and the ally isn’t incapacitated.  

Common Diseases

Roll 1d6 1d6 to determine a common disease.
(1) Ataxia. Pain grips the creature’s mind, and its skin turns milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
(2) Rockjoint. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
(3) Whitbane. The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
(4) Brain Rot. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the Confusion spell during combat.
(5) Rattles. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
(6) Bone Break Fever. The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease.


Created by

ShireLord.

Statblock Type

Monster

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