Sources
CR
Type
Size
Alignment
Movement

Sewer King

Medium Fiend, Lawful Evil

Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 40 ft.
STR
18
+4
DEX
13
+1
CON
14
+2
INT
8
-1
WIS
12
+1
CHA
11
+0
Skills Perception +5, Stealth +3
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 15
Languages Infernal, telepathy 30 ft.
Challenge 2 (450 XP)

Traits

Beast Speech. The sewer king can comprehend and verbally communicate with any Beast.

Actions

Rancid Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:8 (1d8 + 4) piercing damage plus 7 (2d6) acid damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or have the poisoned condition until the start of the sewer king's next turn.

Summon Swarm (1/Day). The sewer king chitters and summons a swarm of rats to its aid. The swarm appears in an unoccupied space within 30 feet of the sewer king that the sewer king can see. It acts as the sewer king's ally, obeys the sewer king's commands, and takes its turn immediately after the sewer king's. The swarm remains until it dies, the sewer king dies, or until the sewer king dismisses it as an action.

Bonus Actions

Skitter. The sewer king moves up to its speed without provoking opportunity attacks.

Lore

Sewer kings are hulking, monstrous rats empowered by fiendish blood. This unholy influence gives sewer kings their enormous size, supernatural strength, wicked cunning, and ability to speak.