Size:
Small
Type:
Vermin
Form:
Temper:
# App:
0
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
± 40'
Climb/Arboreal:
± 10
Flight:
Swim:
± 20'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite
Circumstance: Combat
1d4 + disease
Special
Disease
5% chance of causing disease. Infected character sickens in 3d6 hours and loses one point of Constitution per hour. Save vs. Death Ray (adjusted by current Constitution bonus or penalty) after each point lost to break fever. Zero Constitution means death.
Special
Pack Behavior
A single giant rat, or a small group of up to four, will generally be shy, but larger packs attack fearlessly.
Environments
any
Large scavenging rodents that grow up to 4 feet long and weigh over 50 pounds
Giant rats are scavengers, but will attack to defend their nests and territories. A giant rat can grow to be up to 4 feet long and weigh over 50 pounds. A single giant rat, or a small group of up to four, will generally be shy, but larger packs attack fearlessly, biting and chewing with their sharp incisors.
Any rat bite has a 5% chance of causing a disease. A character who suffers one or more rat bites where the die roll indicates disease will sicken in 3d6 hours. The infected character will lose one point of Constitution per hour; after losing each point, the character is allowed a save vs. Death Ray (adjusted by the current Constitution bonus or penalty) to break the fever and end the disease. Any character reduced to zero Constitution is dead. See Constitution Point Losses in the Encounter section for details on regaining lost Constitution.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 bite
1-3 + disease
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Action
bite
1 * bite (1d3 + disease)
Special
Disease
Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.
Special
Afraid of fire
Will flee fire, unless forced to fight by summoner.
Special
Attacking in water
May attack without penalty; excellent swimmers.
Special
Disease; Afraid of fire; Attacking in water
See main entry.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Common
any
Offense
1 Attack
Circumstance: Combat
1
Offense
Special Attacks
Circumstance: Combat
See below
Special
Disease
Each successful bite has a 5% chance of causing a disease (as the cleric spell cause disease) unless the victim passes a saving throw vs poison.
Large scavenging rodents that grow up to 4 feet long and weigh over 50 pounds
Huge and giant rats are vicious, opportunistic omnivores often found in ruins and upper dungeon levels. Each successful bite from such a rat has a 5% chance of causing a disease (as the cleric spell cause disease) unless the victim passes a saving throw vs poison.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Filth Fever
(disease) The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead
Offense
Melee
Circumstance: combat round (melee)
jaws +7 [+3/-1] (agile, finesse), Damage 1d6+1 piercing plus filth fever
Trait
Animal
An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence ability modifier over -4, can't speak languages, and can't be trained in Intelligence-based skills.
Perception
low-light vision
scent (imprecise) 30 feet
Actions/Abilities/Traits: Pathfinder 2e
Large scavenging rodents that grow up to 4 feet long and weigh over 50 pounds
Giant rats are scavengers, but will attack to defend their nests and territories. A giant rat can grow to be up to 4 feet long and weigh over 50 pounds. A single giant rat, or a small group of up to four, will generally be shy, but larger packs attack fearlessly, biting and chewing with their sharp incisors.
Any rat bite has a 5% chance of causing a disease. A character who suffers one or more rat bites where the die roll indicates disease will sicken in 3d6 hours. The infected character will lose one point of Constitution per hour; after losing each point, the character is allowed a save vs. Death Ray (adjusted by the current Constitution bonus or penalty) to break the fever and end the disease. Any character reduced to zero Constitution is dead. See Constitution Point Losses in the Encounter section for details on regaining lost Constitution.
Basic Fantasy Role-Playing Game
Multitudinous, disease-ridden rodents that will eat anything. Avoid contact with humans, but may attack if defending their nest or if summoned and commanded by magic (e.g. see Wererat).
OSE
Large scavenging rodents that grow up to 4 feet long and weigh over 50 pounds
Huge and giant rats are vicious, opportunistic omnivores often found in ruins and upper dungeon levels. Each successful bite from such a rat has a 5% chance of causing a disease (as the cleric spell cause disease) unless the victim passes a saving throw vs poison.
OSRIC