Rats have coexisted with people for as long as civilization has existed. Ordinary rats, singly or in small numbers, pose no threat to humanoids. However, in large numbers they can form “swarms”, which can overwhelm even armed adventurers; and in the wasteland, rats of unusual size are said to exist.
Contents
Dire rat
This enormous rat looks bigger and more vicious than most dogs. It has coarse, spiky fur, malevolent eyes, and a long, naked tail.
These terrifying, unnaturally large rodents sneak and skitter around ancient ruins in the western wastes. Fiendish analogues of these “dire” rats dwell in the Lower Planes, whence they may be summoned by mages.
Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.
A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Dire rat
Small animal
Init +3; Senses low-light vision, scent; Perception +4
Defense
AC 14, touch 14, flat-footed 11 (+1 size, +3 Dex)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
Offense
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d4 plus disease)
Space 5 ft.; Reach 5 ft.
Statistics
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +0; CMB −1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception), Weapon FinesseB
Skills Climb +11, Perception +4, Stealth +11, Swim +11
Morale timid (−4)
Ecology
Environment any urban or underground
Organization solitary or pack (2d10)
Special Abilities
Disease (Ex)
Filth fever
Bite—injury
save Fort DC 12
track physical
onset 1d3 days
frequency 1/day
cure 2 consecutive saves
Skills
Dire rats use their Dexterity modifier for Climb and Swim checks.
Dire rat (fiendish)
Fiendish dire rats can be summoned with the summon monster I spell.
Dire rat (fiendish)
Small animal (evil, extraplanar)
Init +3; Senses darkvision, low-light vision, scent; Perception +4
Defense
AC 14, touch 14, flat-footed 11 (+1 size, +3 Dex)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
SR 6
Resist cold 5, fire 5
Offense
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d4 plus disease)
Space 5 ft.; Reach 5 ft.
Special Attacks smite good
Statistics
Str 10, Dex 17, Con 13, Int 3, Wis 13, Cha 4
Base Atk +0; CMB −1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception), Weapon FinesseB
Skills Climb +11, Perception +4, Stealth +11, Swim +11
Languages Abyssal or Infernal (can’t speak)
Morale craven (−2)
Ecology
Environment abyssal or infernal realms
Organization solitary or pack (2d10)
Special Abilities
Disease (Ex)
Filth fever
Bite—injury
save Fort DC 12
track physical
onset 1d3 days
frequency 1/day
cure 2 consecutive saves
Smite Good (Su)
Once per day, as a swift action, a fiendish dire rat can add +1 to its damage rolls against a good creature; this bonus persists until the opponent is dead or the encounter is concluded.
Skills
Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.
Rat swarm
A squirming, roiling mass of squeaking rats draws closer, teeth flashing and claws scratching everything in its path.
A rat swarm typically consists of a biting, roiling mass of hundreds of disease-ridden rats driven to uncharacteristic heights of aggression by fantastic and overwhelming hunger. In such numbers, they become voracious hunters, capable of killing a full-grown human with hundreds of bites. Rat swarms are often found in the sewers of large human settlements.
Combat
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Rat swarm
Tiny animal (swarm)
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 14, flat-footed 12 (+2 size, +2 Dex)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
Defenses half damage from slashing and piercing
Offense
Speed 15 ft., climb 15 ft., swim 15 ft.
Swarm 1d6 (plus disease)
Space 10 ft.; Reach —
Special Attacks distraction
Statistics
Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
Base Atk +2; CMB —; CMD —
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Acrobatics +6, Climb +10, Perception +8, Stealth +14, Swim +10
Morale timid (−4)
Ecology
Environment any
Organization solitary, pack (1d3+1), or infestation (1d6+6)
Special Abilities
Disease (Ex)
Filth fever
Bite—injury
save Fort DC 12
track physical
onset 1d3 days
frequency 1/day
cure 2 consecutive saves
Distraction (Ex)
Any living creature that begins its turn with a rat swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills
A rat swarm has a +4 racial bonus on Stealth checks.