Medium Monstrous Humanoid (Slytheen)
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 feetSpecial 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: DodgeEnvironment: 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: ½Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
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.
Home Three Worlds Monsters
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