Vonmiir, Rodent King

Medium humanoid (dwarf, shapechanger), lawful evil

Armor Class 14 (rusted chain shirt)

14 (rusted chain shirt) Hit Points 39 (6d8 + 12)

39 (6d8 + 12) Speed 30ft.

STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 14 (+2)

Skills Perception +2, Stealth +4

Perception +2, Stealth +4 Damage immunities bludgeoning, piercing and slashing damage from nonmagical weapons that arent silvered.

bludgeoning, piercing and slashing damage from nonmagical weapons that arent silvered. Damage resistances Poison

Poison Senses Darkvison 60, passive Perception 12

Darkvison 60, passive Perception 12 Languages Common, Dwavern (can't speak in rat form)

Common, Dwavern (can't speak in rat form) Challenge 2 (450 XP)

Keen Smell. Vonmiir has advantage on Wisdom (Perception) checks that rely on smell.

Dwavern Resilience. Vonmiir has advantage on saving throws against poison.

Shapechanger. Vonmiir can use his action to polymorph into a rat-humanoid hybrid, or into a giant rat, or back into his true form, which is dwavern. His statistics, other than his size, is the same in each form. Any equipment he is wearing or carrying isn't transormed. He reverts to his true form if he dies.

Spellcasting (humanoid or hybrid form only). Vonmiir is a 4th level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Vonmiir can cast command oncer per long rest, and has the following bard spells prepared;

Cantrips (at will): Friends, Vicious Mockery

1st level (4 slots): Bane, Charm Person, Cure Wounds, Dissonant Whispers, Tasha's Hideous Laughter

2nd level (3 slots): Hold Person, Detect Thoughts

Actions

Multiattack. Vonmiir makes two melee attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Duskheart (humanoid or hybrid form only) Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 +3) piercing damage and 2 (1d4) necrotic damage.

Mad King's Crown (1/day) (humanoid or hybrid form only) Vonmiir can cast Crown of Madness. When he does so this way, he must make a DC 11 wisdom saving throw, or also be charmed in the same way, with the target he must attack being chose at random from those in range. At the of each of his turns he can repeat his saving, ending the effect on himself on a success. He does not need to mantain concentration on the spell when cast this way.

Bringing the Night (1/day) (humanoid or hybrid form only). Vonmiir can cast darkness centered on Duskheart. When he casts darkness this way he can see it it, and the spell does not require concentration mantain.

Reactions

Redirect Attack (humanoid or hybrid form only). When a creature Vonmiir can see targets it with an attack, Vonmir choses an ally within 5 feet of it. The two swap places, and the chosen ally becomes the target instead.

King's Orders (humanoid or hybrid form only) When a hostile creature Vonmiir can see moves out of the reach of an ally of Vonmiir, he can use his reaction to cause the ally to makes one melee attack against the provoking creature. He can do this even if the ally has already used thier reaction this turn.

Legendary Actions

Vonmirr can take 2 legendary actions, chosing from the opions below. Only one legendary action can be used at a time, and only at the end of another creatures turn. Vonmiir regains spent legendary actions at the start of it's next turn.

Move. Vonmiir moves up to his speed without provoking oppotunity attacks.

Cure Wounds (humanoid or hybrid form only). Vonmiir casts cure wounds on himself.