Fevered Rat

From Epic Path
Revision as of 00:33, 13 April 2021 by Reese (talk | contribs) (Text replacement - "| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}} | CR | 1 <!-- Value: integer between 1 and 35. --> }}</onlyinclude> | MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}" to "| CR=<onlyinclude>{{#ifeq:{{...)
Jump to navigation Jump to search

Rat Swarm (CR 1)

Neutral - Tiny - Swarm (Animal)
Lore: K. (Dungeoneer)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
14 +4
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
31 15 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +1
Will: +0

Strong Against:

  • (Swarm 1) Hardened (½ damage): slashing (physical, common), piercing (physical, common)
  • (Swarm 2) Immune (no effect): Critical Hits and Flanking
  • (Swarm 3) Immune (no effect): any attack that targets Maneuver Defense
  • (Swarm 4) Immune (no effect): any spell that targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).
Weak Against:

Offense

Size: Tiny
2.5 ft. 0 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Overrun (Swarm -- auto-hit) (1d4/19-20 x2)
    as crushing (physical, common)
    Filth Fever, Distraction

Full Attack (Melee):

  • 1x Overrun (Swarm -- auto-hit) (1d4/19-20 x2)
    as crushing (physical, common)
    Filth Fever, Distraction

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

2
STR
15
DEX
13
CON
2
INT
13
WIS
2
CHA

Skills:

Languages:

Feats:

Special Abilities

Filth Fever (Ex, Disease) Automatic

Any damage inflicted by a Rat Swarm has a chance to inflict 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 becomes Nauseated; this cannot be cured normally.
Fruition Duration: 1 day (full-night's rest).
Distraction (Ex) Automatic after damage

Any living creature that takes damage from a swarm must make a Fortitude save, DC 14, or become Afflicted. If the creature makes the save, they are instead Sickened. If they take damage on any following round while still Sickened or Afflicted, they must make another DC 14 Fortitude save, or move up one step on the Status Array. While sharing a space with the swarm, you cannot get rid of the Sickened condition. At the end of any round in which you are outside of the swarm, you may make another DC 14 Fortitude save to attempt to move down a step on the status array. (While outside of the swarm's space, you cannot go up on the status array if you fail the save, you simply remain at the status you currently have.)

Nauseated ==> Afflicted ==> Sickened
In addition, spellcasting or concentrating on spells within the area of a swarm requires a Caster Check against the swarm's Maneuver Defense of 15. Using skills that involve patience and concentration require a DC 14 Will save.
Rat Swarm

Rat Swarm

One rat is no threat to any adventurer. But a rat swarm isn't just one rat. It's hundreds and hundreds of rats, so many of them, piled so close atop one another, they form a single seething mass of dirty flesh. Rat swarms are so frenetically active they are almost fluids, flowing this way and that, no rat willing to break away from the safety of its fellows.

This roiling, scrabbling, mass of teeth and claws is enough to be quite a nasty threat, and even the best-armored hero has no defense against a thousand claws and bites every minute. It's best to kill rat swarms as fast as possible, and from a good distance, to boot.

Combat Tactics

Rat swarms wish to engulf you. They will charge as fast as they can to get into the space of their prey.

Note that multiple rat swarms can move into, stop and occupy up to half the spaces that other rat swarms occupy. No more than two swarms can inflict effects on a single target.

Out of Combat

Rat swarms are fairly common in sewers, or areas with high concentrations of filth and rubbish. They rarely venture into populated areas, unless something more dangerous has driven them from the shelter of their warrens.

Rewards

XP: 400

Treasure: Sellable Goods worth 219 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 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)