Your skavor has the following traits
Ability Score Increase. Your Dexterity score increases by 2, and one other ability score of your choice increases by 1.
Age. Skavor mature quickly and usually live brutally short
lives. They reach adulthood at 8 and have a natural lifespan
of 40 years, though most don't even live half that long.
Alignment. The cutthroat nature of skavor society results
in them leaning heavily towards chaos over order. Their
emphasis on survival at all costs pulls skavor towards
neutrality, if not outright evil, though exceptional individuals
may push back against this.
Size. Skavor are usually shorter and scrawnier than most
humans. Adult skavor usually reach 4 to 5 feet in height and
weigh 70 to 110 pounds, with exceptionally well-fed
individuals reaching 6 feet and weighing up to 160 pounds. Most ratfolk walk with a hunch, making them appear
shorter. Your size is Medium.
Speed. Your base walking speed is 30 feet
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Crevice Crawler. You can move through and stop in a
space large enough to fit a creature one size smaller than you
without squeezing.
Bite. Your razor-sharp jaws are a natural weapon you can
use to make unarmed strikes. If you hit with them, you deal
piercing damage equal to 1d4 + your Strength or Dexterity
modifier (your choice) instead of the bludgeoning damage
normal for an unarmed strike. You can also use Dexterity
instead of Strength for the attack rolls you make with your
bite.
Overwhelming Swarm. When you damage a target with
an attack or a spell, you can cause the attack or spell to deal
an extra 1d4 damage for each of your allies within 5 feet of
the target that isn't incapacitated. You can benefit from up to
3 allies this way. Once you use this trait, you can't use it again
until you finish a short or long rest.
At 5th level, the damage dice change to d6s. At 10th level,
they become d8s. At 15th level, they become d10s. And at
20th level, they become d12s.
Scurry Away. When a creature you can see ends its turn,
you can move up to half your speed away from it as a
reaction, and you become frightened of it until the end of your
next turn. This movement doesn't provoke opportunity
attacks. While frightened this way, you can only take the
Dash, Disengage, Dodge, or Hide action. This ability ignores
immunity to the frightened condition.
Verminous Instincts. You gain proficiency in Perception.
Languages. You can speak, read, and write Common and
Undercommon.