Rutterkin 5e | Dungeons And Dragons Monster Guide

Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour.

These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.

Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss.

Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of manes demons that follow in the wake of the rutterkin mob that laid them low.

Medium Fiend (Demon), Typically Chaotic Evil

Proficiency Bonus: +2
Armor Class: 12
Hit Points: 37 (5d8 + 15)
Speed: 20 ft.

STR – 14 (+2)
DEX – 15 (+2)
CON – 17 (+3)
INT – 5 (-3)
WIS – 12 (+1)
CHA – 6 (-2)

Damage Resistances: cold, fire, lightning

Damage Immunities: poison

Condition Immunities: charmed, frightened, poisoned

Senses: Darkvision 120 ft., passive Perception 11

Languages: understands Abyssal but can’t speak

Challenge: 2 (450 XP)

Immobilizing Fear: When a creature that isn’t a demon starts its turn within 30 feet of one or more rutterkins, that creature must make a DC 11 Wisdom saving throw.

The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins, On a failed save, the creature becomes frightened of the rutterkins for 1 minute, While frightened in this way, the creature is restrained.

At the end of each of the frightened creature’s turns, it can repeat the saving throw, ending the effect on itself on a success, On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours.

Actions

Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage, If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned.

At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success.

If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living manes. The transformation can be undone only by a wish spell.

Frequently Asked Question of Rutterkin

The Rutterkin is an interesting monster, but people usually have a few questions regarding it. Please find the answers below.

1. What Is Rutterkin In DND 5e?

Rutterkins are warped demons that roam the Abyss in mobs, constantly searching for intruders to surround and devour.

These Fiends protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.

2. What Happen When Rutterkin Bites?

Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss.

Victims afflicted with the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of manes demons that follow in the wake of the rutterkin mob that laid them low.

3. How To Make Damage On Rutterkin?

When a creature that isn’t a demon starts its turn within 30 feet of one or more rutterkins, that creature must make a DC 11 Wisdom saving throw.

The creature has disadvantage on the save if it’s within 30 feet of six or more rutterkins, On a failed save, the creature becomes frightened of the rutterkins for 1 minute, While frightened in this way, the creature is restrained.

4. What Book Is Rutterkin In?

A description of Rutterkin can be found in Mordenkainen’s Monster of the Multiverse sourcebook, and all the details regarding the monster can be found in that book as well.

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