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Ratfolk | New 5e Monster Faction

Author: MMPapps Corp.

Addon: Content which can be added into any game - new or existing!

Price: $7.99

Ratfolk expands the familiar “sewer menace” into a full, encounter-ready monster faction designed for 5e play. Rather than treating ratfolk as a single disposable nuisance, this supplement presents a complete ladder of warren roles, opportunistic survivors, dangerous specialists, and fear-driven leaders—from pups and commoners to assassins, plague masters, and chieftains—each built to fill a specific role at the table.

Whether you need skittish noncombatants to complicate a chase, scavengers and thieves to harass from the shadows, engineers and grenadiers to turn terrain into a hazard, or a selfish tyrant holding a warren together through intimidation alone, Ratfolk provides mechanically distinct stat blocks at every tier of play. The ladder is designed to scale naturally, allowing encounters to evolve from messy ambushes and collapsing morale into lair-wide crises and recurring faction threats that refuse to resolve cleanly.

Each ratfolk type emphasizes survival, opportunism, and fragile cooperation. Abilities focus on movement, disruption, attrition, and retreat rather than discipline or honor, creating encounters that feel unstable, reactive, and persistently annoying in the best possible way. Use Ratfolk as undercity infestations, criminal middlemen, plague-ridden warrens, or recurring urban threats—the structure is provided, how long they survive is up to them.

Ratfolk Ladder

Ratfolk Pup (CR 0): Noncombatant young that flees, hides, and alerts others. Used to apply narrative pressure and trigger larger warren responses.
Ratfolk Commoner (CR 0): Civilian laborer and tunnel worker armed with tools or improvised weapons. Breaks immediately when violence begins.
Ratfolk Fence (CR 0): Black-market broker and information dealer who avoids combat and survives through protection, bribes, and escape routes.
Ratfolk Scavenger (CR 1/8): Cowardly looter armed with scrap weapons and filth tricks. Harasses weak targets and retreats to steal fallen gear.
Ratfolk Thief (CR 1/4): Agile skirmisher who steals items mid-fight and relies on speed, hiding, and opportunistic escapes.
Ratfolk Scout (CR 1/4): Lookout and tunnel runner who triggers alarms, marks targets, and draws enemies into ambushes.
Ratfolk Warrior (CR 1/2): Defensive frontliner with spear and shield who holds ground only while leaders or enforcers remain nearby.
Ratfolk Spy (CR 1): Infiltrator skilled in disguises, signals, and urban manipulation who withdraws once exposed.
Ratfolk Skirmisher (CR 1): Mobile fighter that relies on hit-and-run tactics, speed, and terrain abuse rather than sustained combat.
Ratfolk Grenadier (CR 2): Chaos specialist who uses unstable bombs, smoke, and acid, posing a danger to enemies and allies alike.
Ratfolk Bodyguard (CR 2): Personal protector who intercepts attacks for a specific individual and abandons the fight once payment or protection ends.
Ratfolk Assassin (CR 3): Elite ambush killer who relies on surprise, poison, and swift escape instead of prolonged engagements.
Ratfolk Engineer (CR 3): Specialist who reshapes the battlefield with traps, devices, and hazardous tunnel modifications.
Ratfolk Plague Adept (CR 3): Filth-wielding specialist who spreads disease clouds and debilitating effects through proximity and attrition.
Ratfolk Enforcer (CR 4): Brutal disciplinarian who maintains order through fear, violence, and ruthless example.
Ratfolk Plague Master (CR 5): Senior contagion-monger who corrupts lairs and turns filth and disease into weapons of control.
Ratfolk Chieftain (CR 6): Local tyrant who rules through intimidation and proximity, powerful in a crowd but weak when isolated.

Compatible Products

Ratfolk can be found lurking in city sewers or operating openly in a seedy tavern.

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