Fiendish Dire Rat

Small Magical Beast (Augmented Animal, Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +0/–4
Attack: Bite +4 melee (1d4 plus disease)
Full Attack: Bite +4 melee (1d4 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, smite good
Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, scent, spell resistance 6
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon FinesseB
Environment: Infinite Layers of the Abyss
Organization: Solitary or pack (11–20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always evil (any)
Advancement: 2–3 HD (Small); 4–6 HD (Medium)
Level Adjustment:

Combat

Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Fiendish dire rats have a +8 racial bonus on Swim checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb and Swim checks.
Smite Good (Su): Once per day a fiendish dire rat can make a normal melee attack to deal 1 extra point of damage against a good-aligned foe.

Source: Monster Manual 1

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