Monday, January 3, 2011

General Rules: Monsters - Horserat

Horserat (from the Vigil Watch: Warrens of the Ratmen)
Large Animal

Hit Dice: 4d8+8 (26 hit points)
Initiative: +3
Speed: 60 feet, climb 30 feet, swim 20 feet
Armor Class: 15 (-1 size, +3 Dexterity, +3 natural); touch 12, flat-footed 12
BAB/Grapple: +3/+11
Attack: Bite +6 melee (2d4+4, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +6 melee (2d4+4, bludgeoning, piercing, and slashing, 20 x2) and 2 claws +1 melee (1d6+2, slashing, 20 x2)
Space/Reach: 5 feet by 10 feet/5 feet
Special Attacks: Pin
Special Qualities: Leap, low-light vision, scent
Saves: Fortitude +6, Reflex +7, Will +2
Abilities: Str 19, Int 2, Wis 13, Dex 16, Con 14, Cha 8
Skills: Climb +8, Hide +4, jump +6, Spot +3, Swim +8
Feats: -
Environment: Temperate and warm marsh
Organization: Solitary or pack (4 - 12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5 - 8 HD (Large)

The ratmen breed, train, and trade these creatures for riding and cargo transportation in exactly the same manner that humans breed horses. The roughly bipedal creatures have massive, powerful rear limbs and small, undersized, but highly dexterous forelimbs. When running, they hold their bodies parallel to the ground, extending their long tails straight backward as a counterbalance.

The horserat's favored means of attack is biting followed with two claw attacks. They deliver these attack with the large rear legs, not the relatively undersized forelimbs. The animal balances itself on its tail much like a kangaroo to deliver this vicious double-rake with these clawed rear limbs. When facing a single opponent, hunting prey, or instructed to do so by a rider, the animal instead engages in a pin attack, leaping great distances to land on the target and proceeding to bite its neck and head in a killing blow.

Leap (Ex): The horserat's powerful legs - and their tremendous size in relation to its body size and weight - allow it to leap incredible distances. Double all standard jumping distances for this creature.

Pin (Ex): In place of its standard attacks, a horserat may leap upon a foe making a slam attack as a +6 melee attack (1d6+6, bludgeoning, 20 x2) and attempting to pin the foe to the ground. If the horserat succeeds in its slam attack, it may immediately attempt to start a grapple as a free action, just as if it had the Improved Grab special ability. if successful, the horserat has pinned its prey beneath it and immobilized it as long as the grapple is maintained and the horserat does not move. The horserat may conduct the grapple normally and make bit attacks against the pinned victim, or if can simply hold the victim down and attack other adjacent opponents. In the latter case, the horserat has a -20 penalty to grapple checks to keep its victim pinned but the horserat is not considered grappled.

Skills: Horserats can always choose to take 10 on Climb checks, even if rushed or threatened. They can always choose to take 10 on Swim checks, even if rushed or threatened. A horserat can use the run action while swimming provided it swims in a straight line.

Home     Three Worlds     Monsters

No comments:

Post a Comment