THE SHARED REFERENCE Adventurer

Monster

Rotter

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Official reference · RtG · 2014

Creature type
Construct
Size
Medium
Armor class
18 (natural armor, shield)
Hit points
75 (10d8 + 30)
Speed
Walk 30 ft., Climb 30 ft.
Challenge rating
5
Alignment
Unaligned
Strength
18
Dexterity
12
Constitution
16
Intelligence
10
Wisdom
13
Charisma
8
Passive Perception
14
Skills
athletics: +7; perception: +4; stealth: +4
Senses
darkvision 60 ft.
Languages
telepathy 60 ft.
Resistances
bludgeoning, piercing
Immunities
poison
Condition Immunities
charmed, frightened, poisoned
Vulnerabilities
fire

Traits

Magic Club

In the rotter's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).

Plant Camouflage

The rotter has advantage on Dexterity (Stealth) checks it makes in terrain with ample obscuring plant life.

Regeneration

The rotter regains 10 hit points at the start of its turn if it is in contact with the ground. If the rotter takes fire damage, this trait doesn't function at the start of the rotter's next turn. The rotter dies only if it starts its turn with 0 hit points and doesn't regenerate.

Shared Senses

The rotter can see and hear what any plant within 120 ft can see and hear. In addition, the rotter can communicate telepathically with any plant within this range.

Tree Stride

Once on each of its turns, the rotter can use 10 feet of its movement to step magically into one copse of mushrooms within 5 feet of it and emerge from a second copse of mushrooms within 60 feet of it, appearing in an unoccupied space within 5 feet of the second copse. Both copses of mushrooms must be Large or bigger. The rotter doesn't need to be able to see the second copse to use this ability.

Actions

Multiattack

The rotter makes two attacks with its club.

Club

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.

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