I plan to make some D&D 5e stat blocks and character options whenever I have time. Here is the first of those attempts.
The pack rats are a primal creature on Kaltis which gained time magic by living in proxity to the Primordial of Time. They live alongside mundane rats and are indestinguishable outside of their abilities.
They use their innate connection to time to swarm their enemies. When in battle, a pack rat that survices to the end will travel back in time to the start to air its past selves. Having lived through the fight already, they have additional insight into their opponents.
They use their ability to travel through time to avoid attacked, moving to the past or future to save themselves.
When they witness their future self perish, they are driven into a mad frenzy, doing whatever they can to ensure those they battle die with them.
There are two versions here, a individual pack rat (which copies) and a swarm version. The swarm version doesn’t feel as time travel oriented as I would like, but the first can be hard to manage large numbers of. Or you can use both together. If you use the swarm, it should appear as a single rat when first encountered, but turn into a horde when initiative is rolled.

Pack Rat
Tiny beast (Primal), chaotic neutral
- Armor Class 12
- Hit Points 1 (1d4 – 1)
- Speed 20 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 9 (-1) 3 (-4) 16 (+3) 4 (-3)
- Saving Throws Dex +4
- Skills Perception +7
- Senses passive Perception 17
- Languages —
- Challenge 1/4 (50 XP)
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 (2) piercing damage.
Time Traveler. The pack rat has advantage on Wisdom (Perception) checks.
Time Primal. The pack rat cannot be affected by Slow. They may be immune to other spells that may be considered time magic at the DM’s discretion. Players will know if the spell is time magic based on a DC 10 Arcana check (no action required).
Temporal Coward. The pack rat cannot be surprised while conscious. Mundane rats and swarms of rats with them also benefit from this ability.
Temporal Swarm. When setting up an encounter, roll 3d4 (6) for each pack rat in the encounter. Each pack rat has that many copies of itself. Outside of triggering the frenzy condition, treat each rat as its own creature.
Temporal Escape (Recharge 5-6). If a pack rat would suffer the effect of a condition or take damage, it can disappear as a reaction, reappearing in its square at the beginning of its next turn.
Death Frenzy. If a non-frenzied pack rat would take damage and not use its reaction to escape, roll a d4. If the number rolled is greater than the number of copies remaining, the rat dies and the remaining copies enter a frenzy, gaining the effects of Haste. (+2 AC, advantage on all attack rolls and dexterity saving throws, gains an additional action.) Otherwise the copy vanishes and does not reappear.
Swarm of Pack Rats
Medium swarm of tiny beast (Primal), chaotic neutral
- Armor Class 12
- Hit Points 24 (7d8 – 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 14 (+2) 9 (-1) 3 (-4) 16 (+3) 4 (-3)
- Saving Throws Dex +4
- Skills Perception +7
- Senses passive Perception 17
- Languages —
- Damage Resistance Bludgeoning, Piercing, Slashing
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Challenge 1/2 (100 XP)
Actions
Bites (swarm has more than half HP). Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: (2d6) piercing damage.
Bites (swarm has half HP or less). Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: (1d6) piercing damage.
Time Traveler. The swarm of pack rats has advantage on Wisdom (Perception) checks. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points except from the ability Temporal Displacement.
Temporal Displacement. When the swarm takes damage, it rolls a dexterity saving throw. If the throw exceeds the damage, they recover those hitpoints at the start of its next turn. Time Primal. The swarm of pack rats cannot be affected by Slow. They may be immune to other spells that may be considered time magic at the DM’s discretion. Players will know if the spell is time magic based on a DC 10 Arcana check (no action required).
Temporal Coward. The pack rat cannot be surprised while conscious. Mundane rats and swarms of rats with them also benefit from this ability.
Death Frenzy. When the swarm is at half health, they enter a frenzy, gaining the effects of Haste. (+2 AC, advantage on all attack rolls and dexterity saving throws, gains an additional action.)

Leave a comment