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Latest revision as of 20:50, 12 July 2019

Rat Swarm

Rat Swarm (CR 1)

Neutral - Tiny - Swarm (Animal)
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.

General

Lore Check: Know (Dungeoneering) (Basic: DC 2; Full: DC 17)
Init: +3
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
Maneuver Defense (MD): 15
Hit Points: 20     (Bloodied Value: 10)    Hit Dice: 2
Fort: +4    Refl: +2    Will: +1
Special Defenses:
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 which targets Maneuver Defense
  • (Swarm 4) Immune (no effect): any spell which targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).
Weak Against:
  • (Swarm 1) Vulnerable (1.5x damage): area of effect spells (including Channel Divinity)

Offense

Movement Types: Walk 15 ft., Lesser Climb 15 ft., Lesser Swim 15 ft.
Space / Reach: 10 ft. / 0 ft. (Component Creatures: 2.5 ft. / 0 ft.)
Standard Attack:
  • 1x Overrun (Swarm -- auto-hit) (1d8/19-20 x2) as crushing (physical, common); Filth Fever, Distraction
Full Attack:
  • 1x Overrun (Swarm -- auto-hit) (1d8/19-20 x2) as crushing (physical, common); Filth Fever, Distraction
Standard Ranged:
Maneuver Offense: +3
Siege Damage: Not siege capable
Special Attacks: Filth Fever, Distraction
Action Points: 0

Statistics

Str: 2    Dex: 15    Con: 13    Int: 2    Wis: 13    Cha: 2
Feats:
Skills:
Languages:

Special Abilities

Filth Fever (Ex, Disease)

Any damage inflicted by a Rat Swarm has a chance to inflict a weak disease:
Filth Fever (Injury vector; Infected intensity)
Save: Fort DC 13; 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)

Any living creature that takes damage from a swarm must make a Fortitude save, DC 13, 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 13 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 13 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 18 Will save.


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: 20 lbs.     Volume: 1 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
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
Table 2: Roll a d20:
Result 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
Table 3: Roll a d20:
Result 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)