Small humanoid, lawful evil
- Armor Class
- 12
- Hit Points
- 33 (6d8 + 6)
- Speed
- 20 ft.
- Challenge
- 2 (450 XP)
- Skills
- Stealth +4, Perception +2
- Damage Immunities
- bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- Gnomish, Terran, Undercommon
Traits
Topsy can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Topsy has advantage on Wisdom (Perception) checks that rely on smell.
Topsy has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Topsy has advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Actions
Topsy makes two attacks, only one of which can be a bite.
Melee Weapon Attack: +4 to hit, reach 5 ft., 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.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spellcasting
Topsy's innate spellcasting ability is Intelligence (spell save DC 10). Topsy can innately cast the following spells, requiring no material components: