Dire Rat: Difference between revisions

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| Type=Vermin
| Type=Vermin


| Role=Shooter
| Role=Heavy


| NudgeInit=
| NudgeInit=

Revision as of 21:39, 8 May 2016

Dire Rat (Summoned) (HeavyCR 0.5)

Neutral - Small - Vermin
Lore: Know (Nature)
1 16
Basic DC Full DC
Initiative
Initiative Icon 2.png
-14
Perception:
-2 +-12
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0
Monster Health
0 0 1
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +0
Refl: +0
Will: +0

Strong Against:

  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
  • Immune: disease
Weak Against:

Offense

Size: Small
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
+-12
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Nasty Bite +0 (0/x2)
    as undefined damage type
    + Filth FeverExpression error: Unexpected < operator.

Full Attack (Melee):

  • 2x Nasty Bite +0 (0/x2)
    as undefined damage type
    + Filth FeverExpression error: Unexpected < operator.

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
15
DEX
18
CON
3
INT
10
WIS
6
CHA

Skills:

Languages:

Feats:

  • Power Attack (EFFECT: This monster may take a -2 to all to-hits in exchange for a +4 bonus damage per attack.)

Special Abilities

Filth Fever (Ex, Disease)

Any successful bite from a Dire Rat inflicts Filth Fever:

  • Disease, Filth Fever: Bite-injury; save Fort DC ; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Reversal of Fortune (Ex; Heavy Role) Auto Upon Death
The first time in an encounter that a Heavy is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Heavy becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Heavy is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (0 hit points). Furthermore, the Heavy may immediately Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. As forced movement, this Slide does not provoke attacks of opportunity, but even if it did, the Heavy is immune to all damage and effects until after the slide is completed. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first.

The Heavy is killed for good the second time its hit points are reduced to zero or less.

Dire Rat (Summoned)

Dire Rat (Summoned)

This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.

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.

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: 0 (Heavy role included.)

Treasure: Sellable Goods worth 0 gp.

Weight: 10 lbs.     Volume: 0.4 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 8 Nothing Found
9 - 12 1 Languid Remnant (tier 1)
13 - 15 1 Pale Remnant (tier 2)
16 - 18 1 Bright Remnant (tier 3)
19 - 20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 3 4 Languid Remnants (tier 1)
4 - 7 4 Pale Remnants (tier 2)
8 - 11 1 Intense Remnant (tier 4)
12 - 15 1 Blazing Remnant (tier 5)
16 - 18 1 Vital Remnant (tier 6)
19 - 20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 3 4 Bright Remnants (tier 3)
4 - 5 4 Intense Remnants (tier 4)
6 - 8 4 Blazing Remnants (tier 5)
9 - 11 4 Vital Remnants (tier 6)
12 - 15 1 Prime Remnant (tier 7)
16 - 18 1 Mythic Remnant (tier 8)
19 - 20 1 Empyrean Remnant (tier 9)