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Wild RatA ferocious dire rat imbued with magic power. With superior power and vitality, it uses its sharp front teeth to gnaw at its enemies. Similar to the dire rat, it usually acts in a group, which excel at taking down prey by surrounding it and unleashing a joint attack. Unafraid of beasts even bigger than themselves, they are quick to attack, bringing down their prey in the blink of an eye.

Wild Rat (CR 1)

XP 400
N Small Animal
Init +3; Senses Low-light vision, scent; Perception +6

DEFENSE

AC 15, touch 14, flat-footed 12 (+3 dex, +1 natural, +1 size)
hp 16 [23] (2d8+7)
Fort +5, Ref +6, Will +2
Weakness Fire

OFFENSE

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +3 (1d4+1 plus disease)
Special Attacks Critical Attack, Disease

STATISTICS

Str 12, Dex 17, Con 14, Int 2, Wis 14, Cha 4
Base Atk +1; CMB +1; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception), Toughness*
*Bonus Feat
Skills Climb +11, Perception +6, Stealth +12, Swim +11; Racial Modifiers use Dex to modify Climb and Swim

SPECIAL ABILITIES

Critical Attack (Ex)

Once every 1d4 rounds as a standard action, the wild rat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d4+1 x 1.5 for total damage.

Disease (Ex)

Filth fever: Bite—injury; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.