b'Rat, Monstrous \n'b'\n'b'  Large   beast ,  unaligned  \n'b'  Armor Class  13 (natural armor)  Hit Points  30 (4d10 + 8)  Speed  40 ft.\n'b' STATS STR: 15 (+2) DEX:  12 (+1)  CON:  14 (+2)  INT:  3 (-4)  WIS:  13 (+1)  CHA:  4 (-3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Senses   darkvision  60 ft., passive  Perception  11  Languages  \xe2\x80\x93  Challenge  1 (200 XP) \n'b' Special Traits \n'b'\n'b'  Keen Smell . The monstrous rat gains advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Pack Tactics . The monstrous rat gains advantage on an  attack  roll against a creature if at least one of the rat\xe2\x80\x99s allies is within 5 feet of the creature and the ally isn\xe2\x80\x99t incapacitated. Rats are always considered allies of a monstrous rat. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The monstrous rat makes two attacks: one with its bite and one with its claw. \n'b'  Bite .  Melee Weapon Attack : +4 to hit, reach 5 ft.; one target.  Hit : 5 (1d6 + 2) piercing damage. If the target is a living creature, it must succeed on a DC 12  Constitution  saving throw against disease or become diseased. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 3 (1d6) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. \n'b'  Claw .  Melee Weapon Attack : +2 to hit, reach 5 ft.; one target.  Hit : 4 (1d4 + 2) slashing damage. \n'b'\n'b' About \n'b' Most animals are small enough and weak enough to be dealt with by a commoner. Even some of the more powerful animals like a lion can be dealt with by the town guard.\xc2\xa0Adventurers, however, are the only ones that can deal with the giant animals. These creatures are far too powerful for the likes of ordinary men and women.\xc2\xa0Most animals leave humanoids alone, so when they attack in mass numbers, either some nefarious mind is behind it or their food source has disappeared.'