Monday, January 3, 2011

General Rules: Monsters - Ratman, Daywalker

Daywalker Ratman (adapted from the Creature Collection II: Dark Menagerie)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+6 (15 hit points)
Initiative: +3
Speed: 30 feet, climb 15 feet, burrow 10 feet
Armor Class: 15 (+3 Dexterity, +2 natural); touch AC 13, flat-footed AC 12
BAB/Grapple: +2/+2
Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) or shortspear +2 melee (1d8, piercing, 20 x3, 20 feet x5)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -3 melee (1d4, piercing and slashing, 20 x2) or shortspear +2 melee (1d8, piercing, 20 x3, 20 feet x5) or javelin +5 ranged (1d6, piercing, 20 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Leap attack, fire resistance 10
Special Qualities: Darkvision 60 feet, speak with rats
Saves: Fortitude +3, Reflex +6, Will +3
Abilities: Str 10, Int 12, Wis 10, Dex 16, Con 16, Cha 12
Skills: Climb +2, Jump +13, Search +2, Spot +3, Survival +5
Feats: Track
Environment: Any desert
Organization: Soliraty, pair, band (3 - 30 ratmen, plus one leader of 4th level), warband (10 - 120 ratmen with 1 fighter of 4th - 7th level per 30 ratmen, plus 1 8th - 10th level druid per 100 ratmen)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Daywalkers stride under the burning wasteland sun. These ratman tribes gather around smoldering embers that were scattered when Surtan was cast down in the War in Heaven. Indeed, the daywalkers believe that all deserts of the Three worlds were created where such sparks landed.

These tribes feed Surtan's fire by gathering all wood and combustible materials they can find int he wastes, in tribute to their infernal master. Seasoned desert travelers who see light on the night horizon know to avoid it, for fear that the ratmen may try to use them to fuel Surtan's rage.

These sun-bleached slytheen gain their name from foregoing their nightly existence and honoring their profane master by traveling under the sun by day, so that he may see them, know they worship him, and take solace in his imprisonment. Daywalking is not pleasant to these vermin, and they often wrap themselves ins trips of cloth and gauze, even if for psychological rather than physical comfort from the burning heat.

Ratmen speak Slytheen, a language of chittering and sibilant hisses similar to that of rodents, and they can also communicate with rats and dire rats.

Daywalkers are skilled predators, making astounding leaps over dunes to attack caravans, seemingly from out of nowhere. They can also burrow through the sand and spring upward from the ground. Although they attack for food, their most cherished prizes are wagons, chests, and barrels - materials made of wood that they can burn for a long time. The ratmen typically use spears made from fire-hardened bone - the remains of travelers used to ease Surtan's suffering.

Leap Attack (Ex): Daywalkers can leap extended distances and make the equivalent of a Spirited Charge attack with their spears inflicting triple damage with spears and double damage with any other weapon at the end of such a maneuver without penalty. They have a +8 racial bonus to their Jump skill and have no maximum Jump distance.

Speak with Rats (Su): Ratmen have the ability to speak with rats and dire rats as if they were using the spell speak with animals.

Home     Three Worlds     Monsters

No comments:

Post a Comment