Showing posts with label Slytheen. Show all posts
Showing posts with label Slytheen. Show all posts

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: Solitary, 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 in the 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.

Combat
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.

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General Rules: Monsters - Toad

Toad (from the Monster Manual)
Diminutive Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +1
Speed: 5 feet
Armor Class: 15 (+4 size, +1 Dexterity); touch 15, flat-footed 14
BAB/Grapple: +0/-17
Attack: -
Full Attack: -
Space/Reach: 1 foot by 1 foot/0 feet
Special Attacks: None
Special Qualities: Low-light vision, amphibious
Saves: Fortitude +2, Reflex +4, Will +1
Abilities: Str 1, Int 1, Wis 14, Dex 12, Con 11, Cha 4
Skills: Hide +21, Listen +4, Spot +4
Feats: Skill Augmentation (Listen and Spot)
Environment: Temperate and warm marshes.
Organization: Swarm (10 – 100)
Challenge Rating: 110
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

These diminutive amphibians are innocuous and beneficial, since they eat insects.

Combat
Toads always flee from combat.

Amphibious (Ex): Toads can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.

Skills: A toad's coloration gives it a +4 racial bonus on Hide checks.

Toads as Familiars
Toads can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with toad familiars gain +3 hit points. Toads are suitable familiars for Tiny spellcasters.

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General Rules: Monsters - Snake, Tiny Viper

Snake, Tiny Viper (from the Monster Manual)
Tiny Animal

Hit Dice: ¼d8 (1 hit point)
Initiative: +7
Speed: 15 feet, climb 15 feet, swim 15 feet
Armor Class: 17 (+2 size, +3 Dexterity, +2 natural); touch 15, flat-footed 14
BAB/Grapple: +0/-11
Attack: Bite +5 melee (1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +5 melee (1 plus poison, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fortitude +2, Reflex +5, Will +1
Abilities: Str 4, Int 1, Wis 12, Dex 17, Con 11, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Improved Initiative, Weapon Finesse
Environment: Temperate marshes.
Organization: Solitary.
Challenge Rating:
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Snakes are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.

Combat
Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly.

Poison (Ex): Bite; Fortitude save DC 10, initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

A snake has a +8 racial bonus on any Swim check to perform some special action or avoid hazard. It can always choose to take 10 on a Swim check, even if threatened or endangered. It can use the run action while swimming, provided it swims in a straight line.

Tiny Vipers as Familiars
Tiny vipers can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with tiny viper familiars gain a +3 bonus to Bluff checks.

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General Rules: Monsters - Ratman, Black Pelt

Ratman, Black Pelt (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+2 (11 hit points)
Initiative: +5
Speed: 30 feet, climb 15 feet
Armor Class: 12 (+1 Dexterity, +1 natural)
BAB/Grapple: +2/+2
Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -3 melee (1d4, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spells
Special Qualities: Darkvision 60 feet, disruption, magic leech, redirection, speak with rats, SR 14
Saves: Fortitude +1, Reflex +4, Will +4
Abilities: Str 10, Int 16, Wis 13, Dex 13, Con 12, Cha 14
Skills: Concentration +6, Knowledge: Any +4, Knowledge: Arcana +8, Listen +3, Ritual Casting +6, Spellcraft +8, Spot +3
Feats: Improved Initiative
Environment: Any except arctic
Organization: Warband (15 - 120 ratmen, plus one sorcerer of 5th - 8th level per 30 warriors), nest (120 - 1,200 ratmen with leaders as above, plus one 8th - 10th level cleric and one 9th - 12th level sorcerer per 100 warriors)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Arrogant, manipulative, deceitful, and maniacal - all these describe the black pelts. Ingenious, visionary, loyal, and industrious - these apply as well.

Perhaps alone among the slytheen, this brood preaches unity and labors to forge all ratmen into a single titanic force. To this end they have made overtures of cooperation backed by magical aid (which they have in plenty) to every warren within their expansive reach. If it were not for the unseeing, the black pelts may well have already succeeded.

Combat
Potent magic users, the black pelts harry (or utterly destroy) their opponents with spells before unleashing their servitor creatures to clean up the rest. Since magic is second nature to black pelts, they do not behave as the typical, solitary mage. instead, they fight in teams, using ritual magic to further increase the potential of their invocations. Also, magic use rarely signifies a lack of martial prowess, as it does in other broods. Black pelts develop potent magical abilities, even those who devote most of their life to studying the sword and shield.

Disruption (Sp): Beyond their innate resistance to spells, the black pelts can focus upon the arcane energies of others and disrupt them. Black pelts can effectively cast dispel magic an unlimited number of times per day, but may only use this spell-like ability for the purposes of counterspelling arcane spells (and not divine spells). When it is evident they are facing arcane casters among their opponents, a pack of black pelts will invariably have some of its members ready themselves to disrupt their opponents magical spells.

Magic Leech (Su): Black pelts are considered to have the monk's improved evasion ability when attempting a saving throw against the effects of arcane magic. Furthermore, upon a successful save, the ratman may heal an amount of hit point damage equal to the spell's level or the item's caster level.

Redirection (Sp): On a successful saving throw, the black pelt may actually "store" an arcane spell targeted against it. The ratman may hold such a spell for a number of rounds equal to its Constitution modifier (minimum of 1 round) before "casting" it at a new target of its choosing. This new spell is considered to have been cast by a spellcaster of the original caster's level or the slytheen's caster level (usually equal to their total Hit Dice), whichever is lower. Stored spells not recast in time disperse harmlessly.

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

Spells: Black pelts cast spells as a 3rd level sorcerer.

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General Rules: Monsters - Ratman, Red Witch

Ratman, Red Witch (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: 13 (+2 Dexterity, +1 natural); touch AC 12, flat-footed AC 11
BAB/Grapple: +1/+1
Attack: Bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2)
Full Attack: Bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -4 melee (1d4, slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Spells
Special Qualities: Darkvision 60 feet, speak with rats
Saves: Fortitude +3, Reflex +2, Will +3
Abilities: Str 10, Int 15, Wis 12, Dex 15, Con 16, Cha 8
Skills: Concentration +7, Escape Artist +6, Knowledge: Arcana +6, Spellcraft +6
Feats: Spell Focus (Evocation) or Spell Focus (Necromancy)
Environment: Any except arctic
Organization: Solitary, coen (12-24 witches plus a 4th to 7th level wizard)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Red witches are the most terrifying and mysterious of the ratmen, and also the smallest in number. These vermin are the shortest ratmen as well, typically standing five feet tall, with reddish fur, and with little interest in armor or weapons. Their power derives from a necromantic or evocative ability developed by rigorous and deadly training rituals designed to ensure that only the wiliest and deadliest spell-casters survive.

Small bands of red witches seek out areas of magical power and establish underground bases nearby. Their havens are filled with traps, illusions, and the witches' undead servitors. As the absorb and extract the local magical energy, the witches ingest various potions and powders designed to inspire hallucinatory visions to guide their paths into the future.

Some few red witches go off on their own to pursue research they dont care the share with the others. These individuals sometimes find their way into civilization if that is where their visions take them.

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
Red witches fight primarily with magic, although they often raise undead troops if a battle is imminent. Unless there is a prophecy that demands they do otherwise, these ratmen typically use their arcane powers to flee a superior force. These are the most intelligent, cunning, and subtle of the Slytheen, and their strategems reflect such deviousness.

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

Spells: A red witch casts spells as a wizard of a level equivalent to their hit dice. All red witches specialize in either the Evocation school of magic or the Necromancy school of magic.

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General Rules: Monsters - Ratman, Storm Chaser

Ratman, Storm Chaser (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8 (9 hit points)
Initiative: +3
Speed: 30 feet, climb 15 feet
Armor Class: 18 (+3 Dexterity, +1 natural, +1 dodge, +1 profane, +2 leather); touch 15, flat-footed 13
BAB/Grapple: +2/+3
Attack: Bite +3 melee (1d3+1, bludgeoning, piercing, and slashing, 20 x2) or falchion +3 melee (2d4+1, slashing, 18-20 x2) or shortbow +5 ranged (1d6, piercing, 20 x3, 70 feet x10)
Full Attack: Bite +3 melee (1d3+1, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -2 melee (1d4, slashing, 20 x2) or falchion +3 melee (2d4+1, slashing, 18-20 x2) or shortbow +5 ranged (1d6, piercing, 20 x3, 70 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, storm anima, storm form, assured morale, immune to electricity, cold resistance 10, speak with rats
Saves: Fortitude +0, Reflex +6, Will +3
Abilities: Str 12, Int 15, Wis 11, Dex 16, Con 10, Cha 12
Skills: Hide +6, Intimidate +6, Jump +3, Spot +5, Tumble +8
Feats: Dodge
Environment: Any except arctic
Organization: Warband (15 - 120 ratmen, plus one sorcerer of 4th - 7th level per 30 warriors), nest (120 - 1,200 ratmen with leaders as above, plus one 8th - 10th level cleric per 100 warriors and 10 - 24 elementals)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Where the storm chasers pass, only devastation remains. Storm chasers believe themselves to be the incarnation of the basic forces of Chaos willed into existence by the universe itself; unfathomable, undeniable, and immortal. They believe that when one of them dies, the spirit of chaos simply changes hosts, granting all chasers eternal longevity through an endless cycle of incarnations.

Combat
So assured are the storm chasers in their own supposed immortality that they fling themselves into battle without a care. They never surrender and never break, a fact that makes their commanders bold, and even reckless. Unlike many other slytheen, storm chasers attack even when outnumbered. Furthermore, their warriors appear perfectly willing to engage in suicide missions.

Assured Morale (Su): Storm chasers are immune to any negative morale modifiers. Whenever they receive a positive morale modifier, the modifier is increased by a further +1 due to the storm chasers' fanatical faith.

Immune to Electricity (Ex): Storm chasers are immune to electrical attacks.

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

Storm Anima (Su): The storm chasers cloak themselves in a veil of turbulent winds and crackling energies. This not only confers some manner of protection upon them (accounting for the +1 profane bonus to Armor Class listed above), but it enhances their unarmed attacks, dealing +1d6 points of electrical damage or allowing them to perform a stunning attack as if they had the Stunning Fist feat.

Storm Form (Su): Storm chasers can manifest temporarily as a living entity of wind-driven rain and lightning. In this form, they gain damage reduction 20/+2 and can fly 30 feet per round with average maneuverability. The transformation lasts for two minutes and may be performed twice each day. While in their storm form, storm chasers may not physically attack, but can still cause 1d6 electrical damage with touch attacks.

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General Rules: Monsters - Ratman, Stricken

Ratman, Stricken (Slytheen) (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+6 (15 hit points)
Initiative: +0
Speed: 40 feet, climb 20 feet, burrow 10 feet, swim 50 feet
Armor Class: 15 (+3 natural, +2 leather); touch 10, flat-footed 15
BAB/Grapple: +2/+4
Attack: Claw +4 melee (1d8+2, slashing, 20 x2)
Full Attack: 2 claws +4 melee (1d8+2, slashing, 20 x2) and bite -1 melee (1d6+1, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, homunculus, reflect pain, additional body parts, speak with rats
Saves: Fortitude +3, Reflex +3, Will +4
Abilities: Str 15, Int 10, Wis 12, Dex 11, Con 16, Cha 10
Skills: Balance +2, Hide +2, Listen +3, Move Silently +2, Spot +3
Feats: Power Attack
Environment: Any
Organization: Warband (5 - 50 ratmen, plus one leader of 4th - 7th level per 15 warriors), nest (100 - 500 ratmen with leaders as above, plus one 8th - 10th level cleric per 100 warriors)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

To the stricken, pain is the world. it is their greatest fear, their greatest ally, their heritage, and their destiny. Sadists and masochists all at once, they rarely let survivors escape them without driving them at least in some measure to madness. The stricken are mutated nearly beyond recognition, their bodies sprouting strange extra limbs and even appendages that appear to be from other species. In their breeding pens, evolution has gone berserk, making these slytheen the most horrific examples of their kind.

Combat
Stricken have no use for subterfuge or stealth. They revel in combat, tearing through terrain and fortifications in a relentless drive to engage their opponents in close combat. Once there, they use their superior physical brawn to overcome their prey. These slytheen fight one on one against opponents of equal strength, resorting to mob tactics only against superior foes.

Homunculus (Ex): The stricken can detach portions of their body, which then acts as independent "minions". Detaching a homunculus is a partial action. A homunculus has however many hit points that the stricken chooses to invest in it; and the stricken loses the same amount, but regains any hit points that remain to the homunculus when it rejoins.

A homunculus is a Tiny creature, has the same Armor Class as its creator +2 due to size, and the same number and type of attacks, albeit at a -1 attack penalty. Damage is likewise the same at that of the stricken, but at -1 per die. A stricken may have as many as five homunculi active at one time; if one is killed, it may create another if it has sufficient hit points to do so. The homunculi are part of the stricken, and act completely under its control. They will never venture farther than 20 feet from the creating stricken. Those forced to do so can take no actions until their creator once more comes within 20 feet. Rejoining with a homunculus is a partial action.

Reflect Pain (Su): The stricken can channel pain against their adversaries: The slytheen converts every 10 points of damage to it or its homunculi suffer into a -1 circumstance penalty to attack rolls and skill checks targeted at any creature within 20 feet. A DC 13 Fortitude save negates this effect. The effect lasts 2d4 rounds, even if the ratman perishes before this duration ends.


Die Roll
Additional Body Part
1 - 10
Arm
6 - 15
Leg
16 - 19
Tail
20
Head
Additional Body Parts (Ex): Stricken are often born with multiple body parts or develop them as they grow, with new limbs, tails, or even heads - often from entirely different species - erupting from their flesh like foul diseases. A stricken receives 1d4 extra body parts. Roll 1d20 on the chart to the right to determine what extra parts it receives. The stricken may receive multiple instances of the same body part (three heads, for example. additional body parts grant the following abilities:
  • Arm: One additional claw attack at +0, inflicting normal claw damage.

  • Leg: Increase base speed by +5 feet, +1 to Balance and Jump checks.

  • Tail: +1 to Dexterity and +1 to Balance and Jump checks.

  • Head: One additional bite attack at -2, inflicting normal bite damage.

Speak with Rats (Su): Stricken 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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General Rules: Monsters - Ratman, Foamer

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

Hit Dice: 2d8+6 (15 hit points)
Initiative: +2
Speed: 30 feet, climb 15 feet, swim 40 feet
Armor Class: 15 (+2 Dexterity, +1 natural, +2 leather armor); touch AC 12, flat-footed AC 13
BAB/Grapple: +2/+4
Attack: Bite +4 melee (1d3+2, bludgeoning, piercing, and slashing, 20 x2) or greataxe +4 melee (1d12+3, slashing, 20 x3) or throwing spear +4 ranged (1d8+2, piercing, 20 x3, 30 feet x5)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -1 melee (1d4+1, slashing, 20 x2) or greataxe +4 melee (1d12+3, slashing, 20 x3) or throwing spear +4 ranged (1d8+2, piercing, 20 x3, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, speak with rats
Saves: Fortitude +6, Reflex +5, Will -1
Abilities: Str 14, Int 9, Wis 8, Dex 15, Con 16, Cha 8
Skills: Escape Artist +3, Jump +3, Swim +5
Feats: Power Attack
Environment: Any except arctic
Organization: Warband (15 - 120 ratmen, plus one leader of 4th - 7th level per 30 warriors), nest (120 - 1,200 ratmen with leaders as above, plus one 8th - 10th level cleric per 100 warriors and 10-24 dire rats)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Foamers are the largest of the Slytheen - seven feet tall at the shoulders, with black oily fur and short, slightly flattened prehensile tails. They are the most barbaric of the ratmen, if that's possible,, and are the bane of the seas. These ratmen live only for war and slaughter. Semi-aquatic by nature, they churn out of the water, surrounded by packs of dire rats to rend and tear life from the unprepared. Instead of living in tunnels, the foamers reside on bloodstained and half-sunken boats and ships they have captured, sometimes lashing them together as floating bases. Not possessing sailing skills, they rely on captured slaves to propel these makeshift craft, either by sail or oar. In addition to propelling their ships, foamers' slaves are used to perform any task that is not combat-related as the ratmen consider such chores to e beneath true warriors.

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
Foamers revel in combat, disdaining the use of shields and blunt weapons, preferring the freedom of light armor and the satisfaction of hacking ans slashing weapons. If missiles are used, they favor throwing spears, although siege weaponry is popular for the mayhem it causes. In many cases, a foamer will carry a tail knife, tail axe, or rarely, a tail mace or other smell weapon on its tail to serve as a deadly distraction for its foes.

Speak with Rats (Su): Foamer 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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General Rules: Monsters - Ratman, Mauler

Ratman, Mauler (adapted from Vigil Watch: Warrens of the Ratmen)
Large Monstrous Humanoid (Slytheen)

Hit Dice: 6d8+36 (63 hit points)
Initiative: +0
Speed: 30 feet
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
BAB/Grapple: +6/+17
Attack: Claw +12 melee (2d6+7 plus disease, slashing, 20 x2)
Full Attack: 2 claws +12 melee (2d6+7 plus disease, slashing, 20 x2) and bite +10 melee (1d6+3 plus disease, bludgeoning, piercing, and slashing, 20 x2)
Space/Reach: 5 feet by 5 feet/15 feet
Special Attacks: Disease, double-strike
Special Qualities: Darkvision 60 feet, DR 5/+1, immunity to disease, regeneration 1
Saves: Fortitude +8, Reflex +5, Will +4
Abilities: Str 24, Int 6, Wis 8, Dex 10, Con 23, Cha 7
Skills: Listen +4, Spot +5
Feats: Multiattack, Power Attack
Environment: Any except arctic
Organization: Solitary
Challenge Rating: 3
Treasure: No coins, twice goods (all in jewelry); no items
Alignment: Always neutral evil
Advancement: 7 - 10 HD (Large)
Level Adjustment: -

Maulers are unique among the slytheen in that they are the creation of other slytheen. The Red Witches select a ratman who has particularly shone in battle and feed them a potion brewed from the blood of many creatures (the exact mixture is a closely guarded secret). The potion causes the ratman many days of agonizing pain as attendants scourge and cut his flesh to allow for the expanding muscles and bones beneath. Many do not survive this procedure; those that do become the most fearsome and physically powerful of all the ratmen.

Maulers stand close to 10 feet tall and weigh nearly 750 pounds. Their gray-black hides often have patches bereft of fur, and they are covered head to toe in scars. They wear no clothing but usually rivet bits of armor and metal plates to their bodies - mainly on the skull and torso - a process which seems to cause them no particular discomfort. A mauler's arms and hands are grotesquely oversized for its body, each arm is easily as long as the creature is tall, and each hand almost the size of the mauler's own torso. This twisted abnormality prevents maulers from using normal weapons, but greatly enhances their reach.

Maulers bond, as dog to master, with the first individual they see after the transformation upon opening their eyes. They follow their masters' orders without fail. Having no clan structure of their own, maulers serve only their masters and follow the customs of their master's broods.

All of a mauler's treasure is in the form of jewelry, mostly chains, collars, and cuffs, as it is something of a status symbol among masters to drape their maulers with ostentatious wealth.

Combat
In combat, maulers are vicious and implacable foes. They fight with tooth and claw to an opponent's destruction. Even after a foe's death, a mauler must make a DC 15 Will save to break off from continuing to maul its victim; hence its name. The mauler receives a +5 bonus to this roll if its master orders it to cease combat.

Disease (Ex): Maulers are often crawling with disease. Both the claws and the bite of a mauler can infect a target with a number of ailments including black poxflower fever, and  lung rot.

Double-Strike (Ex): A mauler opens combat with a double claw strike, which is handled as a two-handed attack and must be made against a single target (dealing 2d6+10 points of damage on a successful strike). A mauler usually concentrates all its force on one adversary at a time.

Immune to Disease (Ex): Even though they are carriers, maulers remain immune to to all forms of disease.

Regeneration (Ex): A mauler regenerates 1 hit point per round. Fire and acid damage cannot be regenerated and severed limbs cannot be reattached.

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General Rules: Monsters - Ratman, Forge Crawler Pothecary

Ratman, Forge Crawler Pothecary (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+4 (13 hit points)
Initiative: +2
Speed: 30 feet, climb 15 feet, burrow 10 feet
Armor Class: 15 (+2 Dexterity, +1 natural, +2 leather armor)
BAB/Grapple: +2/+2
Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) or alchemist's fire +4 ranged (1d8, fire, 20 x2, 10 feet x5, splash 2)
Full Attack: Bite +2 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -3 melee (1d4, slashing, 20 x2) or alchemist's fire +4 ranged (1d8, fire, 20 x2, 10 feet x5, splash 2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, poison adept, adaptation, signature brew, speak with rats
Saves: Fortitude +2, Reflex +5, Will +3
Abilities: Str 10, Int 16, Wis 11, Dex 14, Con 14, Cha 11
Skills: Craft: Alchemy +11, Craft: Any One +4, Craft: Any One +4, Decipher Script +8, Hide +4, Knowledge: Nature +8, Listen +3, Spot +3
Feats: Skill Focus (Craft: Alchemy)
Environment: Any
Organization: Worskshop (10 - 30 pothecaries with one 4th - 7th level construct and two 3rd to 5th level warriors for every 15 pothecaries), nest (70 - 1,000 ratmen with guards as above plus one 8th - 10th level priest for every 100 ratmen)
Challenge Rating: 2
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Since early in their existence, this fractious line has threatened to blow itself and everyone near them to oblivion. In their mad desire to indulge their "creator passion", they have undertaken increasingly complex and dangerous projects of construction, rarely with any regard for short or even long term safety. To make matters worse, pothecaries are equally skilled at the creation and use of poisons and other dangerous substances. Calling their work "messy and dangerous" is an understatement of titanic proportions.

Pothecaries are the makers of poisons, potions, and poultices, creating everything from alchemical fire bombs to weapon venom. Unlike most of their kind, these slytheen openly share the secrets of their discoveries with others of the "family" An unspoken running tally of each member's contribution remains in memory and acts as the ultimate measure of prestige and station among the group.

Combat
These slytheen often lay ambushes from high ground, in a thick canopy, or any other safe vantage well elevated above their intended target. When the time comes, they hurl dozens of vile concoctions at foes, patiently waiting for their brews to take effect before running in for the kill.

Adaptation (Su): If a pothecary has three full rounds to study a sample of poison, she may alter her own metabolism to become immune to its effects. She must be able to see and smell the substance. Furthermore, the ratman's saliva can not act as an antidote to negate the poison in others (although unlike the pothecary, the beneficiaries of the antidote do not gain permanent immunity). This ability functions exactly as the spell neutralize poison, though when used on the slytheen itself, it also reverses all instantaneous effects of the poison that she has suffered so far.

Poison Adept (Ex): Pothecaries receive a +2 racial bonus to all skill checks relating to poisons.

Signature Brew Characteristics
Die Roll
Primary Damage (DC)
Secondary Damage
Form
Applications
Special
1 -5
1 (11)
1d2
Liquid
1
-
6 - 9
1d2 (12)
1d4
Liquid
1
-
10 - 12
1d4 (13)
1d6
Liquid
2
Subtle
13 - 15
1d6 (14)
1d8
Liquid
2
Time Delay
16 - 17
1d8 (16)
1d10
Solid
3
Burning
18 - 19
1d10 (18)
2d6
Solid
3
Contagious
20
2d6 (20)
3d6
Gas
4
Virulent
Signature Brew (Ex): Pothecaries treat poisons as a matter of pride, holding them up as proof of their genius and considering them the pinnacle of self-expression. Each pothecary develops his unique poison, known as his signature brew. When a pothecary is encountered, roll 1d20 on each column of the chart to the right to determine the signature brew's characteristics.
  • Primary Ability Damage (DC): This represents temporary damage to one of the target's ability scores (the DM may select or randomly determine the affected ability) The DC represents the Fortitude save required to negate the brew's effects.

  • Secondary Ability Damage: As with primary ability damage, though secondary ability damage need not target the same ability and always takes effect ten rounds following the onset of the primary damage.

  • Forms: The brew can be a liquid, solid, or gas, with the following special characteristics.
    • Liquid: A brew is normally a liquid, and must be used within 24 hours of its creation, or it is rendered harmless.

    • Solid: When in the form of a solid, the brew retains its potency but decays more slowly. Each prepares dose is usable for a number of days equal to its listed applications, rather than one day as with a liquid.

    • Gas: When in the form of a gas, the brew has a far greater area of effect. if the slytheen desires, doses of the poison can be stored in glass spheres or other grenade-like weapons and thrown. When the vessel breaks, it affects an area with a radius equal to 5 feet + 5 feet per listed application. The gas also affects this area for a number of rounds equal to its listed applications.
  • Applications: If in the form of a liquid or solid, this is the number of attacks for which a dose of the brew remains active following its application to a weapon. Solid and liquid poisons can only be applied to a slashing or piercing weapon - bludgeoning weapons cannot deliver poison. If in gaseous form, this number equals the bonus to its area of effect, and the number of rounds that it remains effective. Unsuccessful attacks count against the total number of applications. When applied to arrows or bolts, this value represents the number of missiles that may be tipped per dose.

  • Special: These characteristics increase the potency of the poison.
    • Subtle: The poison is insidious, making it difficult to detect and treat. Increase the DC of all heal checks made on victims of this poison by +5.

    • Time Delay: The effects of the poison are delayed by a number of days equal to its applications, though the target still attempts a save upon delivery of the dose.

    • Burning: This optional modification can apply to any dose the pothecary prepares. The brew deals its secondary damage as normal damage rather than ability damage. Following the onset of primary ability damage, the secondary damage continues to be deal for a number of rounds equal to the poison's applications or until the victim successfully saves against the secondary damage DC.

    • Contagious: The brew acts like a disease, its effects spreading from person to person. Anyone who touches or comes within 5 feet of a victim of this poison must make a Fortitude save against the poison's primary damage DC. These secondary victims receive a +8 circumstance bonus to their Fortitude saves to avoid the brew's effects, but failure means they suffer the full force of the brew and become contagious themselves. A victim remains contagious only while the brew is active. A brew with time-delayed effects dos not become contagious until the onset of its effects.

    • Virulent: The master pothecary learns to create a brew that bypasses the natural immunities of its targets. The master alone remains completely impervious to the brew's effects. target creatures that are normally immune to poison must succeed at a Fortitude saving throw or suffer the brew's effects. However, such beings receive a saving throw bonus equal to their character levels (or Hit Dice).

Speak with Rats (Su): Pothecary 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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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: 15 (+1 Dexterity, +1 dodge, +1 natural, +2 leather armor); touch AC 12, 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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General Rules: Monsters - Ratman, Brown Gorger

Ratman, Brown Gorger (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: 20 (+2 Dexterity, +1 dodge, +1 natural, +4 scale armor, +2 large steel shield); touch AC 13, flat-footed AC 17
BAB/Grapple: +1/+1
Attack: Bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) or scimitar +1 melee (1d6, slashing, 18-20 x2) or barbed spear +3 ranged (1d6, piercing, 20 x4, 20 feet x5)
Full Attack: Bite +1 melee (1d3, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -4 melee (1d4, slashing, 20 x2) or scimitar +1 melee (1d6, slashing, 18-20 x2) or barbed spear +3 ranged (1d6, piercing, 20 x4, 20 feet x5)
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

Brown gorger ratmen are the most ravenous and gluttonous of all BÃ¥l's broods, made in his image. Their priesthood is composed of grossly obese ratmen who must be carried in order to preside over a regular schedule of holy feast days, yet their most powerful priests are skeletally thin and eternally hungry, unable to ever eat enough and in constant, gnawing pain.

These ratmen are raiders and pillagers, sending war parties and caravans farther and farther from their settlements in search of food. entire villages of humanoids have been enslaved and dragged beneath the earth to serve as cattle for the gorgers. Such is their all-consuming hunger that only metal and such inedible things as gems are worn by these Slytheen - all clothing, wood, and leather is inevitably devoured. Unlike other nests, the gorgers keep no common or dire rats, seeing them as rivals for food and as food in themselves.

Brown gorger 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
Brown gorgers fight as typical ratmen, although their exclusive use of metal armor gives them a higher level of protection. In addition, they generally use barbed spears as missiles. After a battle, the gorgers feast upon the remains of both their enemies and their own dead. Even more horrific than this battlefield banquet is that which occurs at their warren, to which the remaining, tatter-skinned dead are dragged.

Speak with Rats (Su): Brown gorger 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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General Rules: Monsters - Ratman, Forge Crawler Mechanician

Ratman, Forge Crawler Mechanician (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+4 (13 hit points)
Initiative: +1
Speed: 30 feet, climb 15 feet, burrow 10 feet
Armor Class: 16 (+1 Dexterity, +1 natural, +4 chain shirt)
BAB/Grapple: +2/+3
Attack: Bite +3 melee (1d3+1, bludgeoning, piercing, and slashing, 20 x2) or heavy crossbow +3 ranged (1d10, piercing, 19-20 x2, 120 feet x10)
Full Attack: Bite +3 melee (1d3+1, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -2 melee (1d4, slashing, 20 x2) or heavy crossbow +3 ranged (1d10, piercing, 19-20 x2, 120 feet x10)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: None
Special Qualities: Darkvision 60 feet, craft adept, discern weakness, magnum opus, speak with rats
Saves: Fortitude +2, Reflex +4, Will +3
Abilities: Str 12, Int 16, Wis 11, Dex 12, Con 14, Cha 11
Skills: Appraise +5, Craft: Any One +7, Craft: Any One +7, Craft: Any One +7, Listen +3, Spot +2, Use Magic Device +5
Feats: Skill Focus (one Craft skill)
Environment: Any
Organization: Worskshop (10 - 30 mechanicians with one 4th - 7th level constructs for every 15 ratmen), nest (70 - 1,000 ratmen with guards as above plus one 8th - 10th level priest for every 100 ratmen)
Challenge Rating: 2
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Since early in their existence, this fractious line has threatened to blow itself and everyone near them to oblivion. In their mad desire to indulge their "creator passion", they have undertaken increasingly complex and dangerous projects of construction, rarely with any regard for short or even long term safety. To make matters worse, pothecaries are equally skilled at the creation and use of poisons and other dangerous substances. Calling their work "messy and dangerous" is an understatement of titanic proportions.

Though many rarely venture from their workshops, these crafters of artifacts and devices never let the outside world pass them by. Most have small cohorts of lackeys who keep them, in touch with prospective suppliers and buyers. A few even make it a point to go traveling to conduct a bit of industrial espionage. Not quite as open with their innovations as the pothecaries, the mechanicians nonetheless cooperate with each other a fair amount to undertake projects too grand for any one of them to complete alone.

Possessed of great intelligence and cunning, mechanicians build or modify golems, a feat that is normally possible only by especially advanced craftsmen. The sight of a mechanician mounted on the back of his favorite construct - known as his "magnum opus" - chittering madly and urging the monstrosity forward, is a fearsome one indeed.

Combat
Mchanicians are as eclectic in their styles of combat as they are in everything else. Some like to wade into the fray (usually "safely" ensconced within their mechanical monstrosities), while others snipe from a distance. Some swarm their enemies with hordes of constructs, while others design minions that act as lone suicide bombers or trump-card juggernauts. If it is possible, they'll try it, make it, and use it.

In general, mechanicians disdain combat, seeing it as a monumental waste of carefully crafted items. They do, however, have a great fondness for "trial runs" where they can test their latest creation against a "realistic and cunning obstacle". This often translates to laying traps and ambushes for unwary foes, but running away when attacked.

Craft Adept (Ex): Each mechanician receives a +2 racial bonus to all checks relating to one area of craftsmanship, either repair, design, constriction, or modification.

Magnum Opus Type
Die Roll
Golem Type
Source
1 - 4
Flesh
MM
5 - 7
Clay
MM
8 - 10
Stone
MM
11
Iron
MM
12 - 13
Bone
CC
14 - 15
Copper
CC
16 - 17
Lead
CC
18 - 19
Silver
CC
20
Tar
CC2
Discern Weakness (Su): if a mechanician has three full rounds to study a mechanical device (including all constructs), he may receive an attack roll bonus against it equal to three times his Intelligence modifier. He may confer this advantage to others who can communicate with him, though its benefit is reduced - it may not exceed either the ratman's or the second party's Intelligence modifier, whichever is lower. Similarly, the slytheen may reduce a weapon's hardness or reduce the DC for breaking an item by its Intelligence modifier. These reductions apply only to the mechanician's attempts to damage or break the item.

Magnum Opus (Ex): A mechanician takes great pride in creating deadly constructs, and if encountered may be accompanied by a unique golem known as a magnum opus. Forge crawler golems are instantly recognizable for, despite their high-quality function, they leave everything to be desired in the realm of aesthetics. Tarnished materials interlock with polished components, with no pretense at symmetry or geometric harmony. Slytheen golems tend to be monstrous aberrations, further from the humanoid ideal than even their own twisted masters.

A mechanician slytheen may be accompanied by his magnum opus. If this is the case, roll d20 on the Magnum Opus Type chart to the right to determine what type of golem it is.

Once the golem type has been determined, roll 1d20 on each column of the Magnum Opus Improvement table to determine its enhancements and special abilities. If you roll a 20, roll twice on the table, ignoring any more rolls of 20. These enhancements may increase the golem's Challenge Rating.
Magnum Opus Improvement
Die Roll
Bonus HD
Natural Armor
Strength Adj.
Special Quality
1 - 3
-
-
-
-
4 - 6
1
4
1
-
7 - 9
2
6
1
-
10 - 11
2
6
2
-
12 - 13
3
8
2
Remote Command
14 - 15
3
8
3
Damage Reduction
16 - 17
4
10
4
Spell Turning
18 - 19
5
12
5
Self Repair
20
Roll Twice
Roll Twice
Roll Twice
Roll Twice
  • Bonus Hit Dice: These are additional ten-sided (d10) Hit Dice for the magnum opus. Hit Dice also improve the magnum opus' base attack bonus (+¾ per Hit Die) and base save bonuses.

  • Natural Armor: Appearances notwithstanding, the magnum opus' construction becomes increasingly sturdy as the mechanician incorporates better and often magical materials into its body and perfects its design, resulting in an increasing natural armor bonus.

  • Strength Adjustment: Add this number to the magnum opus' Strength score to improve its Strength modifier.

  • Special Qualities: These abilities further enhance the golem's abilities. A magnum opus can never have more than two. If the golem has two special qualities, increase its Challenge Rating by 1.
    • Remote Command: Normally the mechanician commands his magnum opus by voice commands. If the golem cannot hear its creator, then it cannot take instructions. With this enhancement, the mechanician can mentally command his creation as a free action but must make a DC 13 Concentration check if he performs anything more than a partial action that round. This supernatural ability has a range of 60 feet + 5 feet per Hit Die of the magnum opus.

    • Damage Reduction: The magnum opus ignores the first 5 points of damage received from nonmagical sources. Magical weapons and spells ignore this damage reduction. This stacks with any existing damage reduction.

    • Spell Turning: Spells cast against this golem have a 25% chance of being reflected back on the caster as if the golem had spell turning cast upon it..

    • Self Repair: By resting, the construct can knit itself back to perfect working order. The magnum opus can heal 1 point of damage each round that it remains motionless and takes no actions. It will repair itself even if attacked during this time.
  • Verbal Command: Ordinarily, the magnum opus obeys the verbal commands of its creator without question, but if it cannot hear its master, it cannot receive instruction. If given general commands, it will continue carrying them out until ordered otherwise. The remote command special quality replaces this, allowing the mechanician to communicate non-verbally.

  • Challenge Rating: These enhancements increase the golem's Challenge Rating. For every 4 additional Hit Dice, or 4 points of natural armor or Strength, increase the golem's Challenge rating by 1. Every 2 special qualities also increase the golem's Challenge Rating by 1. These increases are cumulative.

Speak with Rats (Su): Mechanician 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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General Rules: Monsters - Ratman, White Wraith

Ratman, White Wraith (adapted from the Creature Collection II)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+6 (15 hit points)
Initiative: +2
Speed: 30 feet, climb 15 feet
Armor Class: 17 (+2 Dexterity, +1 dodge, +4 natural); touch AC 13, flat-footed AC 14
BAB/Grapple: +2/+4
Attack: Bite +4 melee (1d3+2, bludgeoning, piercing, and slashing, 20 x2) or falchion +4 melee (2d4+3, slashing, 18-20 x2) or javelin +4 ranged (1d6+2, piercing, 20 x2, 30 feet x5)
Full Attack: Bite +4 melee (1d3+2, bludgeoning, piercing, and slashing, 20 x2) and 2 claws -1 melee (1d4+1, slashing, 20 x2) or falchion +4 melee (2d4+3, slashing, 18-20 x2) or javelin +4 ranged (1d6+2, piercing, 20 x2, 30 feet x5)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Paralysis
Special Qualities: Darkvision 60 feet, speak with rats, skeleton cunning
Saves: Fortitude +3, Reflex +2, Will +3
Abilities: Str 14, Int 9, Wis 10, Dex 15, Con 16, Cha 8
Skills: Climb +5, Hide +3 (+10 among the dead), Intimidate +1, Move Silently +3, Jump +3, Spot +2, Survival +2
Feats: Dodge, Run
Environment: Any except arctic
Organization: Solitary, pair, band (3 - 30 ratmen plus 1 4th level fighter leader), war band (10 - 100 ratmen, plus one leader of 4th - 7th level per 30 warriors plus one 8th - 10th level adept or blood witch per 100 warriors and 4 - 24 skeletons)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class

The most bizarre of the ratmen, white wraiths appear to be animated slytheen skeletons. All their fleshy parts are transparent to the point of invisibility. They often wear tatters of cloth as protection from the elements and totemic points of bone and unworked gems as jewelry, but avoid armor, preferring to rely upon the defenses created by their mutated forms.

No book of lore records from whence these twisted creatures came, but white wraith legends speak of the day when their greatest war band will be judged worthy to return to BÃ¥l and fight in a battle to free him from his imprisonment by the Lords of Heaven. Their barbaric packs range across the Three Worlds, ambushing caravans in the wilderness and howling out of the hills to ravage settlements, hoping to be found worthy to join the Iron Lord.

The white wraith priesthood consists of many shamans who grimly drive their bands to greater and greater heights of pillaging, each priest trying to prove his band and himself to the Lord of the Baleful Eye. White wraith shamans also officiate over rituals in which living prisoners are boiled or burned alive and their naked skeletons are raised to become servants of the warband, while their ghosts are bound as scouts.

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
In cobat, white wraiths form a skittering, howling horde that typically strikes from ambush, using the rats' amazing running speed to outmaneuver targets. The ratmen prepare ambushes near battle sites or graveyards, where they hide themselves and their skeleton slaves among the bones of the fallen. They try to strike along with their skeletons in a confusing whirl of bones and weapons.

Paralysis (Ex): White wraith shamans know the secret of a foul paste that these ratmen apply to their weapons before battle. Those hit by a weapon coated with the substance must succeed at a DC 12 Fortitude save or be paralyzed for 1d4+2 minutes. Once a successful save is made, no further saves are required against the paste in the same encounter. it is rumored that the paste was provided to certain shamans who forged alliances with the necromancers of the White Hand, but its use has since spread throughout the war bands.

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.

Skeleton Cunning (Ex): When the white wraiths fight alongside skeletons, their gain an additional +2 dodge to their Armor Class due to the confusing whirl of bones and weapons.

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General Rules: Monsters - Ratman, Unseeing

Ratman, Unseeing (adapted from Vigil Watch: Warrens of the Ratmen)
Medium Monstrous Humanoid (Slytheen)

Hit Dice: 2d8+4 (13 hit points)
Initiative: +5
Speed: 30 feet, climb 15 feet
Armor Class: 14 (+1 Dexterity, +2 deflection, +1 natural); touch 13, flat-footed 11
BAB/Grapple: +2/+4
Attack: Punch +4 melee (1d6+2, bludgeoning, 20 x2)
Full Attack: 2 punches +4 melee (1d6+2, bludgeoning, 20 x2) and 2 kicks -1 melee (1d8+1, bludgeoning, 20 x2) and tail slam -1 melee (1d6+1, bludgeoning, 20 x2)
Space/Reach: 5 feet by 5 feet/5 feet
Special Attacks: Flurry of blows
Special Qualities: Blind, empathy, empathic awareness, evasion, saintly ægis, speak with rats
Saves: Fortitude +2, Reflex +4, Will +5
Abilities: Str 14, Int 13, Wis 14, Dex 12, Con 15, Cha 13
Skills: Listen +6, Move Silently+4, Sense Motive +6, Survival +3, Tumble +4
Feats: Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Environment: Any except arctic
Organization: Warband (5 - 50 ratmen, plus one leader of 4th - 7th level per 15 warriors), nest (100 - 500 ratmen with leaders as above, plus one 8th - 10th level cleric per 100 warriors and numerous wild creatures acting as servitors and spies)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

Mistreated, distrusted, and hunted, the unseeing have been transformed by the winnowing of evolution's cruel edge into something that might be called transcendent. Compassion is their center, and empathy without parallel compensates for their sightless eyes. Now they wage a secret war against their estranged cousins, their would be persecutors among the other races, and their own darker natures.

Combat
No one quite knows how the unseeing fight, since they love to blind their opponents before engaging hand to hand. Lacking the benefit of sight from birth, these slytheen quickly gain the upper hand in such contests.

Blind (Ex): True to their name, unseeing are blind. Their minds cannot even comprehend the visual world so even if they were granted sight via magical means, they could not perceive the images. Any time a Spot check it required, the unseeing may attempt a Sense Motive check in its lace, but only if they can bring to bear their empathic awareness. Tasks that absolutely require visual senses, such as reading a printed page, fail automatically.

Empathy (Ex): Upon a successful Sense Motive check, members of this brood can divine the emptions of a target being within 10 feet of them. The check result determines the degree of information gathered. Obtaining a vague impression has a DC 10, while divine well-hidden feelings incurs a DC of 25 or greater.

Empathic Awareness (Su): Similar to blindsight, but far more comprehensive, empathic awareness is based on the slytheen's ability to perceive the ebb and flow of emotions permeating the land. Empathic awareness allows the broodling to perfectly "see" everything within 60 feet, including ethereal creatures. They can even perceive creatures without emotion in this fashion - they show up as "vacuums" in the emotional tapestry of the area. Targets charged with strong emotions light up like a beacon, making them easier for the unseeing to hit (+1 insight bonus to attack rolls). Beyond the 60-foot range, an unseeing can still "see", but cannot automatically perceive targets with the same precision.

Evasion (Ex): If an unseeing makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the unseeing is wearing light armor or no armor. A helpless unseeing does not gain the benefit of evasion.

Flurry of Blows (Ex): When unarmored, an unseeing may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. An unseeing must use a full attack action to strike with a flurry of blows.

When using flurry of blows, an unseeing may attack only with unarmed strikes or with special monk weapons (blade boot, butterfly sword, kama, nunchaku, quarterstaff, sai, shuriken, siangham, tiger claw, tonfa, and war fan). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, an unseeing applies her Strength bonus (not Strength bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The unseeing can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, an unseeing may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Saintly Ægis (Su): This brood may take solace in their calm hearts; when taking no aggressive actions, they force creatures in their vicinity into a state of equal repose. Opponents who would seek to target the unseeing must make DC 12 Will saves or take no action against the slytheen. All attack actions made by those who fail the Will save, regardless of the target, suffer a -3 morale penalty when performed within 15 feet of the ratman.

Speak with Rats (Su): Unseeing 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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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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