Rat Swarm
Rat Swarm | |
Tiny animal (Swarm) | |
Hit Dice | 4d8 (13 hp) |
Initiative | +2 |
Speed | 15 ft. (3 squares), Climb 15 ft. |
Armor Class | 14 (+2 size, +2 Dexterity), touch 14, flat-footed 12 |
Base Attack/Grapple | +3/- |
Attack | Swarm (1d6 plus disease) |
Full Attack | Swarm (1d6 plus disease) |
Space/Reach | 10 ft./0 ft. |
Special Attacks | Disease, distraction |
Special Qualities | Half damage from slashing and piercing, Low-Light Vision, Scent, swarm traits |
Saves | Fort +4, Ref +6, Will +2 |
Abilities | Strength 2, Dexterity 15, Constitution 10, Intelligence 2, Wisdom 12, Charisma 2 |
Skills | Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10 |
Feats | Alertness, Weapon Finesse |
Environment | Any |
Organization | Solitary, pack (2-4 swarms), or infestation (7-12 swarms) |
Challenge Rating | 2 |
Treasure | None |
Alignment | Always neutral |
Advancement | None |
Level Adjustment | – |
Combat
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Disease (Ex): Filth fever-swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight