Actions/Abilities/Traits: (D&D 5e)
Action
Bite (Mouse or Hybrid Form Only)
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or become poisoned for 1 hour.
Action
King's Blade (Humanoid or Hybrid Form Only)
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Action
Multiattack
In mouse form, the Mouse King makes two bite attacks. In humanoid form, he makes three king's blade attacks. In hybrid form, he makes three attacks: two with his king's blade and one with his bite.
Action
Summon Rodents (2/day)
The Mouse King magically calls 2d4 swarms of rats. In an urban environment, he can call 1d4 wererats instead. The called creatures arrive in 1d4 rounds, acting as allies of the Mouse King and obeying his spoken commands. The creatures remain for 1 hour, until the Mouse King dies, or until the Mouse King dismisses them as a bonus action.
Legendary Action
King's Blade
The Mouse King makes one king's blade attack.
Legendary Action
Move
The Mouse King moves up to his speed without provoking opportunity attacks.
Legendary Action
Quick Casting (Costs 3 Actions)
The Mouse King casts one innate spell.
Special
1/day each
astral projection, teleport
Special
2/day
etherealness
Special
At will
blur, confusion, detect evil and good
Special
Innate Spellcasting
The Mouse King's innate spellcasting ability is Charisma (spell save DC 16). He can innately cast the following spells, requiring no material components:
Special
Keen Sight
The Mouse King has advantage on Wisdom (Perception) checks that rely on sight.
Special
Legendary Resistance (3/day)
If the Mouse King fails a saving throw, he can choose to succeed instead.
Special
Magic Resistance
The Mouse King has advantage on saving throws against spells and other magical effects.
Special
Magic Weapons
The Mouse King's weapon attacks are magical.
Special
Rejuvenation
If he dies, the Mouse King's soul reforms on the Astral Plane. In 1d6 days, it inhabits the body of another mouse or rat on the Material Plane which becomes the Mouse King with all of the hp and abilities thereof. Only killing every mouse and rat on the Material Plane will prevent this trait from functioning.
Special
Rodent Passivism
No rodents, ratfolk, or wererats can willingly attack the Mouse King. They can be forced to do so through magical means.
Special
Shapechanger
The Mouse King can use his action to polymorph into a Medium black-haired human woman with dark skin and copper eyes or a Small white-haired halfling man with pale skin, dark eyes and a long moustache, a Medium mouse-humanoid hybrid, or back into his true Small mouse form. His statistics, other than his size, are the same in each form with the exception that only his hybrid and true forms retain his climbing speed. Any equipment he is wearing or carrying transforms with him.
Special
Speak with Rodents
The Mouse King can communicate with rodents as if they shared a language.
Special
Special Equipment
The Mouse King wears a ring of spell turning.