b'Muhroydian \n'b'  Small   humanoid ,  lawful evil  \n'b'  Armor Class  15 (makeshift armor)  Hit Points  8 (1d8+4)  Speed  20 ft.\n'b' STATS STR: 10 (+0) DEX:  16 (+3)  CON:  18 (+4)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  7 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Perception  +6,  Stealth  +5  Senses   darkvision  60 ft., passive  Perception  16 (21)  Languages  Muhroydian, Common,  Goblin , Orcish  Challenge  1 (200 XP) \n'b' Special Qualities \n'b'   Keen Hearing and Smell . The muhroydian gains advantage on any  Wisdom  ( Perception ) check relying upon hearing or smell. \n'b'  Hive Empathy . Muhroydians can sense each other\xe2\x80\x99s presence, and a psychic  web  exists between them. Whenever two muhroydians are within 30 ft. of each other, and neither is  incapacitated , both gain  blindsight  30\xe2\x80\xb2 and advantage on  attack  rolls. \n'b'  Naturally Stealthy . Muhroydians gain advantage on  Dexterity  (stealth) checks. \n'b'  Actions \n'b'   Multiattack . The muhroydian makes two attacks: one with its bite and one with either its claws or short sword. \n'b'  Claws .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4+3) slashing damage. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 4 (1d3+3) piercing. \n'b'  Short Bow .  Melee Weapon Attack : +5 to hit, range 80/320 ft., one target.  Hit : 6 (1d6+3) piercing. \n'b'  Short Sword .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6+3) piercing. \n'b'  About \n'b'  Rat gnomes . Muhroydians, sometimes called rat-gnomes, are small, vicious humanoid creatures. Their bodies are covered in fur, usually gray or brown, and they have dark \xe2\x80\x9cmasks\xe2\x80\x9d around their eyes like raccoons, giving them a naturally sinister appearance. They have sharp teeth, tiny claws, jagged ears that end in long points, and hairless tails. They use weapons, tools, and armor but rarely craft anything, instead relying on what they can scrounge and steal from other creatures. They often adorn themselves with markings of kohl and henna to show their tribal affiliation. \n'b'  Savage fringe dwellers . Muhroydians exist on the fringe of societies, constantly trying to undermine other races in their never-ending push to expand their territory. They are utterly ruthless with outsiders, and have no compunctions against using dishonorable tactics against creatures of other races. When two tribes of muhroydians meet a guerrilla-style war breaks out almost instantly, and does not end until one group has vanquished the other, and subsumed the survivors into the victorious tribe. \n'b' The leaders tend to be the toughest and most cunning individuals, and they gain prestige by expanding the tribe\xe2\x80\x99s territory and finding quiet, careful ways to slay their enemies. \n'b'  Cowardly but canny . Muhroydians have a mean, cowardly streak, and attempt to avoid any combat when the odds are not in their favor. If at all possible, they run from fights, regrouping and sneaking back to  attack  opponents when they have the advantage. If they cannot retreat, they fight using careful team tactics, working together to bring down larger opponents.'