Speed: 40 feet
Armor Class: 16 (+2 size, +1 Dexterity, +3 natural); touch 15, flat-footed 13
Attack: Bite -1 melee (1d4-3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite -1 melee (1d4-3, bludgeoning, piercing, and slashing, 20 x2)Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Swarm
Special Qualities: Immunities, low-light vision, scatter
Saves: Fortitude +1, Reflex +2, Will -1
Abilities: Str 4, Int 2, Wis 8, Dex 15, Con 8, Cha 6
Skills: Balance +3, Climb +1, Hide +3, Listen +2, Jump +8, Move Silently +4, Spot +4, Survival +2
Feats: Skill Augmentation (Listen and Spot), Track
Organization: Brood (1 - 12), pack (13 - 60) or swarm (100+)
Challenge Rating: ¼
Alignment: Always neutral
Advancement: 1 - 2 Hit Dice (Tiny)
Individual ratroos avoid attackers at all times, but follow those that interest them from a safe distance. As their numbers swell (over days or sometimes hours), they lose their individual fear and swarm over strangers or attractive items in hopes of grabbing them, even though there's little a rodent could do with an unsheathed sword or a warrior's helmet.
Ratroos as Familiars
Ratroos can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with ratroo familiars gain a +3 bonus to Jump checks.
Notes: As presented in the Creature Collection, the ratroo had no Intelligence or Charisma scores. I gave the ratroo animal level Intelligence and a standard level of Charisma.
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