Monday, January 3, 2011

General Rules: Monsters - Ratman

Ratman (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, slashing, 18-20 x2)
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, slashing, 18-20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, speak with rats
Saves: Fortitude +5, Reflex +2, Will +0
Abilities: Str 10, Int 10, Wis 10, Dex 15, Con 16, Cha 8
Skills: 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 100 warriors)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Ratmen are medium-sized, furred humanoids with rodent-like heads and tails. They have long torsos and arms and legs of equal length. They tend to slouch forward when walking upright, giving them an odd, hunchbacked appearance. Their humanoid hands, complete with opposable thumbs, are long and capable of very subtle manipulations. Their fur varies in color depending upon their subspecies, but all have red, beady eyes. Ratmen wear clothing and armor that has been stolen or traded for and it is always soiled, dirty, and patched together, as the creatures have no concept of cleanliness.

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
While each subspecies has its own method of combat, all ratmen share some techniques. They fight only when in a group, preferably with three-to-one odds or better, and from ambush. Lone ratmen attempt to flee from any form of combat, but even they can be driven into berserk fury if cornered. As with their clothing, their weapons consist of whatever they can scrounge and are typically rusty and caked with filth. They have been known to bolster their forces by calling upon packs of giant rats and swarms of normal ones to join them in battle.

When led by their priests, ratmen are capable of organized warfare and can use their great numbers to deadly effect.

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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