Dire Rat

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Dire Rat

Dire Rat (CR 1)

Neutral - Small - Vermin (Rat, Disease)
These large rodents are endemic to dungeons, ruins and places with large amounts of detritus and trash. They are universally reviled and driven out by civilized races, though they are sometimes used as watchdogs and pets by less civilized folk. A dire rat looks like a very large rat, easily two feet long and weighing upwards of twenty-five pounds. They have filthy, matted fur, smell terrible, and are known to carry disease.

General

Lore Check: Know (Nature) (Basic: DC 2; Full: DC 16)
Init: +1
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Low-Light Vision 120 ft.
Passive Perception: 14 (Spot: +4, req's move action)

Defense

AC: 14    Touch: 11    Flat-Footed: 13
Maneuver Defense (MD): 15
Hit Points: 31     (Bloodied Value: 15.5)    Hit Dice: 2
Fort: +Expression error: Unrecognized punctuation character "[".    Refl: +5    Will: +Expression error: Unrecognized punctuation character "[".
Special Defenses:
Strong Against:
Weak Against:

Offense

Movement Types: Walk 25 ft., Lesser Climb 15 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 0x Nasty Bite +4 (1d6/x2) plus Filth Fever
Full Attack:
  • 0x Nasty Bite +4 (1d6/x2) plus Filth Fever
Standard Ranged:
Maneuver Offense: +Expression error: Unrecognized punctuation character "[".
Siege Damage: Not siege capable
Special Attacks: Filth Fever
Action Points: 0

Statistics

Str: 8    Dex: 16    Con: 12    Int: 3    Wis: 10    Cha: 5
Feats: Power Attack (EFFECT: This monster may take a -2 to all to-hits in exchange for a +4 bonus damage per attack.)
Skills:
Languages:

Special Abilities

Filth Fever (Ex, Disease)

Any successful bite from a Dire Rat inflicts a weak disease:
Filth Fever    (Injury vector; Infected intensity)
Save: Fort DC 14;     Frequency: 1/day for 3 days
Effect: 1d2 DEX damage per interval
Fruition: victim is Nauseated
Fruition Duration: until a full night's rest


Combat Tactics

Dire rats are animals, but they have surprisingly good instincts. 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 stealth skill to escape.

Out of Combat

Outside of combat, dire rats congregate with other dire rats, as well as normal rats, often in places with high amounts of garbage or discarded food. They build nests which they share with regular rats, often mistaking their smaller cousins as baby dire rats or runts. Dire rats will travel fairly long distances to find food sources, and will relocate their nest within days of finding a location with better access to food, water and hiding places. This habit of moving upon discovering better habitats makes them somewhat nomadic, and also means they can be found nearly anywhere.

Rewards

XP: 400
Treasure: Sellable Goods worth 219 gp.
Weight: 20 lbs.     Volume: 1 ft3
Optional Treasure Rules: Roll on the following table once per encounter. Any rare items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Bonus Materials Found
1 - 15 Nothing extra
16 - 19 1 mythic quality item (crafting material), worth 22 gp.
20 roll on table 2 below
Table 2: Roll a d20:
Result Bonus Materials Found
1 - 15 2 mythic quality items (crafting materials), worth 33 gp each.
16 - 19 1 transcendent quality item (crafting material), worth 22 gp.
20 roll on table 3 below
Table 3: Roll a d20:
Result Bonus Materials Found
1 - 15 2 transcendent quality items (crafting materials), worth 33 gp each.
16 - 19 3 transcendent quality items (crafting materials), worth 44 gp each.
20 1 empyrean quality item (crafting material), worth 33 gp.