By Andrew Hoskins
Mythic Dire
Rat
Standing
on its hind legs, this immense rodent is almost as tall as a man. Long yellow
teeth protrude from its mouth, while its eyes twinkle with a cunning
malevolence.
MYTHIC DIRE RAT CR 2/MR 2
XP 600
N Medium animal
(mythic)
Init +2; Senses low-light vision, scent; Perception +4
DEFENSE
AC14, touch 12, flat-footed 12 (+2 Dex,
+2 natural)
hp29 (2d8+20)
Fort +5, Ref +5, Will +1
OFFENSE
Speed50 ft., climb 30 ft., swim 30 ft.
Melee bite +4 (1d6+3 plus disease), 2
claws +4 (1d4+3)
Special Attacks disease, mythic power (2/day,
surge+1d6), tackle
STATISTICS
Str16, Dex15, Con15, Int2, Wis13, Cha 4
Base Atk +1; CMB +4; CMD16 (20 vs.
trip)
Feats Jumper, Skill Focus (Perception)
Skills Acrobatics +7 (+15 jumping), Climb
+11, Perception +4, Stealth +6, Swim +11
ECOLOGY
Environment any
Organization solitary, pair, or pack (3-20)
Treasure none
SPECIAL ABILITIES
Disease (Ex)Mythic filth fever-injury;
save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3
Con damage; cure 2 consecutive saves.
If a creature exposed to mythic filth fever fails their save 3 times in a row, they become a carrier. They no longer suffer additional damage from the disease, nor do they make additional saving throws against the disease. However, they cannot recover from any ability damage until the disease is magically removed, and they take a -4 penalty on all Charisma based skill and ability checks. Additionally, each creature they interact with must succeed on a Fortitude save or become diseased. The save DC is Constitution-based.
If a creature exposed to mythic filth fever fails their save 3 times in a row, they become a carrier. They no longer suffer additional damage from the disease, nor do they make additional saving throws against the disease. However, they cannot recover from any ability damage until the disease is magically removed, and they take a -4 penalty on all Charisma based skill and ability checks. Additionally, each creature they interact with must succeed on a Fortitude save or become diseased. The save DC is Constitution-based.
Tackle (Ex)When a mythic dire rat makes
a charge attack, it may attempt an acrobatics check to leap on its target; the
DC is equal to the distance to its target. If successful, the mythic dire rat
may ignore difficult terrain and creatures smaller than itself during the
charge. As part of the charge, it may perform a trip maneuver, grapple maneuver
and bite attack, in that order. The mythic dire rat does not provoke attacks of
opportunity with a successful tackle. If it fails the acrobatics check, it
moves as far as possible based on the result of the jump check.
Unusually
larger than their cousins, mythic dire rats are known to be much more
aggressive and direct about hunting sources of food. They rely on brute force
more than scavenging, but they still attempt to sneak up on unsuspecting prey.
Though smaller rats are often found in urban areas, this variety can be found
in almost any climate, having learned to hunt for their food instead of
infesting garbage dumps and sewers.
They live 10
to 20 years, and can grow up to 6 feet long. Their rarity prevents them from
finding a mate, but when they do, they can quickly breed a pack of diseased
rats in a few short months. These larger groups will often hunt larger game,
similar to a pack of hyenas.
Because of
the contagions they carry, many municipalities will raise a militia or hire
adventurers to slay the beasts before their plague-ridden bites create an
epidemic that healers cannot contain.
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