Demon, Rattok

Wearing filthy hoods to hide their snouts, these small, ratlike demons squeaked with delight as they tore apart the innkeeper’s cat. Everything they left behind was dead, injured, or befouled with their urine and scat.

Thoroughly gross and decadent, rattok demons sport patchy fur, sharp whiskers, notched ears, dangling charms and amulets, and long claws. They delight in manipulating souls and are fond of both necrotic energy and pure flames.

Servants of Large Demons. They are greasy, sneering, smug and horrible bullies to lesser demons and enjoy tormenting those they catch. At the same time, they are complete toadies to larger and more powerful demons—though bold enough to sometimes play tricks on their masters. They spend most of their time in narrow tunnels, sewers, and caverns of the Abyss.

Necrotic Connoisseurs. Rattok demons collect, bottle, and often distill and flavor souls, trading them and generating abhorrent bottled spirits from them. These bottled souls resemble potions. Consuming a bottled soul destroys a portion of a living soul and floods the drinker’s mind with some of the soul’s memories.

Mishappen Claws, Black Hearts. A rattok demon’s peculiar claws are a visible sign of its foulness, but its true evil lies within. Rattoks are famous as torturers, cannibals, slavers, and connivers—they constantly strive to outdo one another in vileness, and, among demonkind, they are known for their especially inventive evil deeds.


Small fiend (demon), chaotic evil
Armor Class 14 (natural armor)
Hit Points 66 (12d6 + 24)
Speed 30 ft., swim 20 ft.
10 (+0) 16 (+3) 14 (+2) 14 (+2) 6 (-2) 9 (-1)

Skills Stealth +5
Damage Resistances cold, lightning
Damage Immunities fire, necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages Abyssal, Common, Void Speech
Challenge 4 (1,100 XP)

Bottled Soul (3/Day). As a bonus action, the rattok demon consumes one of the bottled souls in its possession, regaining 7 (2d4 + 2) hp and gaining advantage on all attack rolls and ability checks for 1 round. Any non-fiend who consumes a bottled soul regains 7 (2d4 + 2) hit points and must make a DC 14 Constitution saving throw. On a failure, the creature is stunned for 1 round and poisoned for 1 hour. On a success, the creature is poisoned for 1 hour.

Fire Dancer. Whenever the rattok demon is subjected to fire or necrotic damage, it takes no damage and instead is unaffected by spells and other magical effects that would impede its movement. This trait works like the freedom of movement spell, except it only lasts for 1 minute.

Magic Resistance. The rattok has advantage on saving throws against spells and other magical effects.


Multiattack. The rattok makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 3 (1d6) necrotic damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Necrotic Rush (Recharge 5-6). The rattok unleashes a wave of shadowy versions of itself that fan out and rake dark claws across all creatures within 15 feet. Each creature in that area must make a DC 13 Dexterity saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.

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