Dire Rat: Difference between revisions

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'''AC''' 13, '''touch''' 10, '''flat-footed''' 13 (+0 dex, +3 armor)
'''AC''' 13, '''touch''' 10, '''flat-footed''' 13 (+0 dex, +3 armor)


'''hp''' 12
'''hp''' 7


'''Fort''' +0, '''Ref''' +3, '''Will''' +0
'''Fort''' +0, '''Ref''' +3, '''Will''' +0
Line 64: Line 64:


=== TREASURE ===
=== 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.
sell value of approximately 106 gp




=== COMBAT TACTICS ===
=== 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.
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.

Revision as of 21:22, 28 June 2014


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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 7

Fort +0, Ref +3, Will +0

Special Defenses Immune to Filth Fever


OFFENSE

Speed 30 ft., Climb 15

Single Melee Bite +3 (1d3/x2)

Full Melee Bite +3 (1d3/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

sell value of approximately 106 gp


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.