Dire Rat
Dire Rat (Summoned) (CR 1/2)
These large rodents are endemic in dungeons and ruins everywhere. They are universally reviled and driven out by civilized races and used as watchdogs and pets by the less civilized. A dire rat looks like a very large rat, easily two feet long and weighing upwards of twenty-five pounds. They are frequently dirty and carry disease at all times.
GENERAL
CR 1/2 Hit Dice 1
XP 200
Neutral, Small, Vermin
Init +1; Senses Low-light Vision, Perception +4
DEFENSE
AC 13, touch 10, flat-footed 13 (+0 dex, +3 armor)
hp 14
Fort +0, Ref +3, Will +0
Special Defenses Immune to Filth Fever
OFFENSE
Speed 30 ft., Climb 15
Single Melee Bite +3 (1d4/x2)
Full Melee Bite +3 (1d4/x2), 2x Claws +3 (1d3/x2)
Ranged None
Special Attacks Filth Fever from Bite (see Below)
Action Points 0
STATISTICS
Str 14, Dex 15, Con 18, Int 3, Wis 10, Cha 6
Base Atk +0; CMB +4; CMD 14
Feats Power Attack (EFFECT: Take -1 to-hit, add +2 damage if you hit.)
Skills Stealth +5
Languages None
SPECIAL ABILITIES
- Filth Fever (Disease)
Any successful bite from a Dire Rat inflicts Filth Fever:
- Disease, Filth Fever: Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
TREASURE
Assuming you're using the 'Medium XP' progression chart, each creature should drop loot with a sell value of approximately 106 gp at this CR.
COMBAT TACTICS
Dire rats are animals, but they have a surprising amount of wisdom. Their tactics usually boil down to 'charge and bite' or 'flank and power attack.' If they have inflicted a good number of bites, dire rats are perfectly willing to flee and come back in a few days to see what's died from their filth fever. They will attempt to withdraw and use their surprisingly good stealth skill to escape.