Monday, January 3, 2011

General Rules: Monsters - Ratman, Diseased

Ratman, Diseased (adapted from the Creature Collection)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 1d8+3 (7 hit points)
Initiative: +2
Speed: 30 feet, climb 15 feet
Armor Class: 16 (+2 Dexterity, +1 dodge, +1 natural, +2 leather armor); touch AC 13, flat-footed AC 13
BAB/Grapple: +1/+1
Attack: Bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) or falchion +1 melee (2d4 plus poison, slashing, 18-20 x2) or shortbow +2 ranged (1d6 plus poison, piercing, 20 x3, 60 feet x10)
Full Attack: Bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -4 melee (1d4, slashing, 20 x2) or falchion +1 melee (2d4 plus poison, slashing, 18-20 x2) or shortbow +2 ranged (1d6 plus poison, piercing, 20 x3, 60 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: poisoned weapons
Special Qualities: Darkvision 60 feet, immune to disease, speak with rats
Saves: Fortitude +5, Reflex +1, Will +1
Abilities: Str 10, Int 12, Wis 12, Dex 13, Con 16, Cha 12
Skills: Diplomacy +5, Escape Artist +6, Hide +4, Jump +2
Feats: Dodge
Environment: Any except arctic
Organization: Warband (15 - 120 ratmen, plus one leader of 5th - 7th level per 30 warriors), nest (120 - 1,200 ratmen with leaders as above, plus one 8th - 10th level cleric per 60 warriors and 10-24 dire rats)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

The diseased are dull grey in color and wear more clothing, in particular cloaks and cowls, than other Slytheen. Perhaps this is due to these ratmen's closer association with other humanoids (beyond eating them, that is). Diseased cities, while dark and labyrinthine to humans, have passages that enable the ratmen to walk upright at all times. Given their capacity for cooperation, the diseased are the most likely ratmen to seek joint ventures with other nests, particularly when they require brute strength for conquests. Usually the diseases they inflict for weeks upon villages ad other targets make for easy victories.

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.

Combat
Diseased prefer to strike from afar with a variety of missile weapons rather than attack directly. Various archers, crossbowmen, and slingers are guarded by shock troops called dead eaters.

Immune to Disease (Ex): Diseased ratmen are immune to all diseases.

Poisoned Weapons (Ex): The diseased poison their weapons with a variety of deadly toxins brewed from the many plants and oozes available in the marsh. Those hit with a disease's weapons must make a DC 13 Fortitude save or suffer an additional 1d6 points of damage with each blow.

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.

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