Fiendish Dire Rat CR 1/3
Always LE Small Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +4, Spot +4
Languages —
AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
hp 1d8+1 (5 hp)
Fort Ref Will
Speed 40 ft. (8 squares), climb 20 ft.
Space/Reach 5 ft./5 ft.
Base Atk +0; Grp −4
Melee bite ( plus disease)
Attack Options Disease, Smite good
SQ darkvision 60 ft., Low-light vision, scent, resistance to cold 5 and fire 5, SR 6
Abilities Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Feats Alertness, Weapon FinesseB
Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Advancement 2–3 HD (Small); 4–6 HD (Medium)
Environment Any evil-aligned plane
Organization Solitary or pack (11–20)
Treasure None
Summon Monster: Summon Monster I
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +1 extra damage against an good foe.
Disease (Ex): Filth fever — bite, Fortitude DC 11, incubation 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim checks. A dire rat can always take 10 on Climb and Swim checks. Dire rats use Dexterity for Climb and Swim checks.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
Dire rats are omnivorous scavengers, but prefer fresh meat when available.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster I.