Dire Rat
“Beware the Sewers: Giant Dire Rats Lurking Below!”
Appearance: Dire rats are monstrous rodents, larger and more ferocious than their common counterparts. Their fur is matted and greasy, often with patches of missing fur due to scars or disease. Their long, sharp incisors protrude menacingly from their mouths, and their eyes gleam with a feral intelligence.
Behavior: Aggressive and cunning predators, known for their ability to hunt in packs. They are opportunistic scavengers, feeding on anything they can find, including carrion and even other creatures. Despite their vicious nature, dire rats are also known to be cautious and wary, often retreating at the first sign of danger.
Habitat: Commonly found in dark, dank environments such as sewers, dungeons, and caves. They are highly adaptable creatures, able to thrive in a variety of habitats as long as there is enough food and shelter available.
Modus Operandi: They typically hunt in packs, using their superior numbers to overwhelm prey. They are skilled at ambushing their victims, often lying in wait until the opportune moment to strike. Dire rats are also known to be relentless pursuers, chasing down their prey until they are either caught or manage to escape.
Motivation: The primary motivation of dire rats is survival. They are driven by their basic instincts to hunt, feed, and reproduce. Dire rats are fiercely territorial creatures, willing to defend their territory and resources against any intruders, whether they be other animals or unsuspecting adventurers.
Dire Rat
Dire Rat 3.5
Dire Rat
Small beast, unaligned
Armor Class: 12 (natural armor)
Hit Points: 11 (2d6 + 4)
Speed: 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 15 (+2) | 14 (+2) | 2 (-4) | 10 (+0) | 4 (-3) |
Skills: Perception +2
Senses: Darkvision 60 ft., passive Perception 12
Languages: —
Challenge: 1/4 (50 XP)
Keen Smell. It has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. It has advantage on an attack roll against a creature if at least one of the dire rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Diseases:
Filth Fever. A creature bitten by a dire rat must succeed on a DC 11 Constitution saving throw or contract filth fever. Filth fever is a disease that causes a persistent fever and delirium. At the end of each long rest, the diseased creature must make a DC 11 Constitution saving throw. On a failed save, the creature gains one level of exhaustion. After three successful saves, the creature recovers from the disease.
This filthy rat is the size of a small dog. It has a coat of coarse fur, a long and scabby tail, and two glittering eyes.
Dire rats grow up to 2 feet long and weigh up to 25 pounds. They are common menaces in dungeons and city sewers alike.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, 3E Player’s Handbook, Urban Arcana
Dire Rat | |
Small animal | |
Hit Dice | 1d8+1 (5 hp) |
Initiative | +3 |
Speed | 40 ft. (8 squares), Climb 20 ft. |
Armor Class | 15 (+1 size, +3 Dexterity, +1 natural), touch 14, flat footed 12 |
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 |
Special Qualities | Low-Light Vision, Scent |
Saves | Fort +3, Ref +5, Will +3 |
Abilities | Strength 10, Dexterity 17, Constitution 12, Intelligence 1, Wisdom 12, Charisma 4 |
Skills | Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 |
Feats | Alertness, Weapon FinesseB |
Environment | Any |
Organization | Solitary or pack (11-20) |
Challenge Rating | 1/3 |
Treasure | None |
Alignment | Always neutral |
Advancement | 2-3 HD (Small); 4-6 HD (Medium) |
Level Adjustment | – |
Combat
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Disease (Ex) : Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.