The devious and opportunistic skavor, also known as ratfolk, scurry within the shadowy recesses of other civilizations, where they scheme ways to advance themselves and bring ruin upon their hated enemies. And their enemies are many, for most other humanoids view them with fear and disdain. Thus, the skavor live hidden within swamps, caves, sewers, or the ruins of other humanoids. From here, they can launch raids into the territory of other races to take whatever they need to survive.

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Nimble and Devious.

 Though the skavor possess natural agility and a vicious bite, they don't typically confront their foes head-on. Their smaller frames and lack of resources have made skavor accustomed to fighting at a disadvantage. As such, skavor rarely believe in fighting fair. They are twitchy and quick to scurry away if they perceive themselves in a losing fight.

Skilled skavor can use this natural tendency to their advantage as they whittle enemies down with hit and run tactics. Skavor also become more confident when attacking in numbers and quickly become more vicious when they are part of a swarm overwhelming their foes. If worst comes to worst and they are forced to flee, skavor  can quickly squeeze their way into tight crevices to escape attackers. This ability also gives them a substantial combat advantage when fighting in their claustrophobic underground homes, where they can pop from hidden alcoves to attack unsuspecting intruders.

Bringers of Plague and Ruin.

Most skavor live brutal lives in which pure survival is prioritized above all else. The idea of shunning a source of power out of fear of corruption or avoiding tactics because they are dishonorable is absurd to them. As such, skavor are known to be masters of many powers and abilities other races consider sinister. Many skavor become deadly assassins, some possessing a supernatural mastery of their wicked craft. Others tap into the notoriety of rats for swarming through civilization and spreading plagues. These skavor may become carriers for terrible diseases which they can inflict upon their victims, or they may learn to command swarms of other vermin to overwhelm their foes. Even skavor  who pursue power through more conventional martial means utilize fear and underhanded tactics to obtain that power.

Crafty Innovators.

 In their scramble to find new ways to survive, many skavor find innovative ways to use the limited resources at their disposal. These skavor make for natural tinkerers, artificers, and engineers, and their creations are built to deliver powerful results at any cost. This mindset results in many brilliant but perilous designs. The weapons created by skavor are often as dangerous to the wielder as the weapon's target. Successful engineers have others test their devices for them, only using the most tried and true designs themselves.

The Great Horned Rat.

The skavor hail a lesser demon lord above all others. Assaku, a demon lord of disease, rot, sickness, and plague that takes the form of a massive horned rat overridden with disease. The skavor hail this fiend as the creator of all ratfolk around the multiverse. For this is where many skavor study pestilence and decay for their demon lord is pleased with using the pathogens for battle.

While Assaku is the most commonly hailed demon lord for the skavor to worship, some may turn to another, Camazotz a large bloodthirsty demon lord resembling a large humanoid bat monster. The skavor that turn to Camazotz seek bloodshed through the fastest and most violent means one can have. These skavor are strategic assassins and cutthroat mercenaries with an unstable bloodlust.

Skavor Names.

In some settings, skavor take names similar to those of nearby humanoids. Other times, skavor develop naming conventions of their own. First names are usually short, squeaky, and chittering. Surnames emphasize imposing traits or deeds, and skavor often take on new surnames they find useful for maintaining their status. Some skavor will even discard their first name altogether and only be referred to by an imposing title. Skavor names generally don't distinguish between the genders.

Skavor Names: Skeetch Plaguebreath, Threk Bonechewer, Rikket Demoneyes, Gutterking, Kreet Craventail, Rotfang

Skavor Traits.

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.