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Ratfolk, Scavengers of the Shadows

Ratfolk, Scavengers of the Shadows
Create

Ratfolk are wiry, rodent-like humanoids standing around 3 to 4 feet tall, covered in sleek or scruffy fur that ranges from dusty gray to mottled brown and black. Their long, prehensile tails aid in balance and subtle manipulation, while their bright, beady eyes constantly scan for opportunity. Nimble hands with clawed fingers are often stained with grease, ink, or alchemical residue.


Behaviour

Ratfolk are skittish but sharp-minded, favoring guile, speed, and cooperation over confrontation. They are natural hoarders and opportunists, communicating in squeaks, clicks, and coded whistles. Within a group, they operate as a synchronized swarm, each member intuitively supporting the others in combat or theft.


Habitat

Ratfolk thrive in dense, labyrinthine environments—sewer systems, urban ruins, and deep cave warrens—often beneath the notice of surface dwellers. Their lairs are cluttered with scavenged goods, trap-laden corridors, and intricate maps scratched into the walls. Urban ratfolk networks operate like miniature guilds, with hidden entrances behind walls, grates, or forgotten alleyways.


Modus Operandi

Operating in small, agile packs, Ratfolk prefer to avoid direct combat. Instead, they set traps, distract targets, and strike from shadows, often fleeing before a counterattack can be mounted. They’re master infiltrators—adept at smuggling, sabotage, and stealthy extraction missions. When cornered, they unleash chaos: smoke bombs, alchemical flasks, and synchronized strikes.


Motivation

Driven by a mixture of survival instinct and insatiable curiosity, Ratfolk seek to gather knowledge, tools, and anything of perceived value. They view ownership as fluid and treasure as communal. Many Ratfolk aspire to build something greater—a hidden civilization built from the refuse and blind spots of others, powered by invention, secrecy, and mutual trust.


  • Ratfolk 5e
  • Ratfolk, Pathfinder
Ratfolk, Scavengers of the Shadows
Create

Small Humanoid (Ratfolk), Typically Neutral
“You never see just one. If you see one, it’s already too late.”


Armor Class 15 (leather armor, natural agility)
Hit Points 36 (8d6 + 8)
Speed 30 ft., climb 20 ft.


STRDEXCONINTWISCHA
8 (−1)17 (+3)12 (+1)14 (+2)11 (+0)10 (+0)

Saving Throws Dex +5, Int +4
Skills Stealth +7, Sleight of Hand +5, Investigation +4, Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Undercommon, Thieves’ Cant
Challenge 2 (450 XP)
Proficiency Bonus +2


Traits

  • Evasion.
    When subjected to an effect that allows a Dexterity saving throw for half damage, the Ratfolk takes no damage on a success and only half on a failure.
  • Nimble Scurry.
    Once per round, the Ratfolk can move through the space of a creature larger than itself without provoking opportunity attacks.
  • Pack Tactics.
    The Ratfolk has advantage on attack rolls against a creature if at least one of the Ratfolk’s allies is within 5 feet of the target and not incapacitated.
  • Junk Alchemy (Recharge 5–6).
    As a bonus action, the Ratfolk throws a makeshift alchemical flask. Roll a d4 to determine the effect:
    1. Smoke Bomb: Creates a 10-foot-radius heavily obscured area for 1 minute or until dispersed by wind.
    2. Grease Splash: A 10-foot square becomes difficult terrain. Creatures entering or starting in it must succeed on a DC 13 Dexterity saving throw or fall prone.
    3. Flash Pop: All creatures in a 10-foot radius must succeed on a DC 13 Constitution saving throw or be blinded until the end of the Ratfolk’s next turn.
    4. Stink Vial: Creatures in a 10-foot radius must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the Ratfolk’s next turn.

Actions

  • Multiattack.
    The Ratfolk makes two attacks with its dagger or shortbow.
  • Dagger. Melee or Ranged Weapon Attack:
    +5 to hit, reach 5 ft. or range 20/60 ft., one target.
    Hit: 5 (1d4 + 3) piercing damage.
  • Shortbow. Ranged Weapon Attack:
    +5 to hit, range 80/320 ft., one target.
    Hit: 6 (1d6 + 3) piercing damage.
  • Scurry and Strike (Recharge 4–6).
    The Ratfolk moves up to half its speed without provoking opportunity attacks, then makes a melee weapon attack.
    On a hit, the target must succeed on a DC 13 Constitution saving throw or be staggered (movement halved, no reactions) until the start of the Ratfolk’s next turn.

Tactics and Behavior

  • Hit-and-Run: Uses Pack Tactics and Scurry and Strike to dart in, stab, and reposition.
  • Disruptive Opener: Begins combat with Junk Alchemy to disable spellcasters or scatter melee formations.
  • Tactical Retreat: Retreats into tunnels or sewers using smoke bombs and Nimble Scurry when outmatched.
  • Group Coordination: Always works best in pairs or packs, combining flanks, distractions, and hit-and-fade maneuvers.

Treasure

  • 1d4 × 10 gp in salvaged trinkets, stolen tools, or rare junk
  • Thieves’ tools, tinker’s kit
  • 1d2 usable alchemical bombs (GM’s choice or random effect from Junk Alchemy)
Ratfolk, Scavengers of the Shadows
Create

[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]

This small, ratlike humanoid has a twitching, whiskered snout, pointed ears, and a long, leathery tail.

Ratfolk are small, rodentlike humanoids often found traveling in nomadic trading caravans or perhaps dwelling in colonies in slums, sewers, and other normally undesirable urban sectors.Tinkerers and hoarders by nature, many ratfolk are shrewd merchants, carefully navigating the shifting alliances of black markets and bazaars.

They love their stockpiles of interesting items far more than money, and would rather trade for more baubles to add to their hoards than for mere coins. Ratfolk are extremely communal, and live in large warrens with plenty of hidden crannies in which to stash their hoards or flee in times of danger, gravitating toward subterranean tunnels or tightly packed tenements in city ghettos.

They feel an intense bond with their large families and kin networks, as well as with ordinary rodents of all sorts, living in chaotic harmony and fighting fiercely to defend each other when threatened.

Ratfolk are generally 4 feet tall and weigh 80 pounds. They often wear robes to conceal their forms in cities, as they know other humanoids find their rodent features distasteful.

Ratfolk CR 1/3
XP 135  

Ratfolk expert 1 N

Small humanoid (ratfolk)

Init +2; Senses Darkvision 60 ft.; Perception +9
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dexterity, +1 size)  

hp 8 (1d8)

Fort +0, Ref +2, Will +2
OFFENSE
Speed 20 ft.  

Melee dagger -1 (1d3-2/19-20) Ranged light crossbow +3 (1d6/19-20)

Special Attacks swarming
STATISTICS
Strength 6, Dexterity 15, Constitution 11, Intelligence 14, Wisdom 10, Charisma 9  

Base Atk +0; CMB -3; CMD 9

Feats Skill Focus (Perception) Skills Appraise +6, Craft (alchemy) +8, Diplomacy +3, Disable Device +6, Handle Animal +3 (+7 with rodents), Perception +9, Sense Motive +4, Survival +4, Use Magic Device +11;

Racial Modifiers +2 Craft (alchemy), +4 Handle Animal to influence rodents, +2 Perception, +2 Use Magic Device

Languages Common
SPECIAL ABILITIES
Swarming (Ex) Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
ECOLOGY
Environment warm deserts or urban  

Organization solitary, pair, pack (3-12), or colony (13-100)

Treasure NPC gear (leather armor, light crossbow with 20 bolts, dagger, other treasure)

RATFOLK CHARACTERS

Ratfolk are defined by their class levels – they do not possess racial Hit Dice. All ratfolk have the following racial traits.

-2 Strength, +2 Dexterity, +2 Intelligence: Ratfolk are agile and clever, yet physically weak.

Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on CMB and to CMD, and a +4 size bonus on Stealth checks.

Darkvision: Ratfolk can see in the dark up to 60 feet.

Tinker: Ratfolk gain a +2 bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy: Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.

Swarming: See below.

Swarming (Ex)

Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence can choose from any of the following bonus languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

Section 15: Copyright Notice – Pathfinder Roleplaying Game Bestiary 3

Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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