Giant Rat

Small Beast, Unaligned


Armor Class 12
Hit Points 7 (2d6)
Speed 30 ft.

STR
7 (-2)
DEX
15 (+2)
CON
11 (+0)
INT
2 (-4, Standard) or 10 (+0, Awakened)
WIS
10 (+0)
CHA
4 (-3)

Senses Darkvision 60 Ft., passive Perception 10
Languages None (Standard) or One Language The Caster Knows (Awakened)
Challenge Rating 1/8 (25 xp)

Keen Smell:The rat has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics:The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.

Newfound Intelligence:Awakening this Pet means that they are no longer a Tamed Beast and must be taken as a Sidekick. This requires the character to have the Awaken spell, either by asking a fellow party member to cast it or by getting the spell naturally like Druids do, and requires the upfront cost of the spell to be paid first, A 1000 Gold Piece Agate, in addition to the normal costs of a Sidekick.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.

Diseased Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.