SYSTEM REFERENCE DOCUMENT 3.5 |
|
Tiny Magical Beast (Augmented Animal, Extraplanar) |
Hit Dice: |
1/4 d8 (1 hp) |
Initiative: |
+2 |
Speed: |
15 ft. (3 squares), climb 15 ft., swim 15 ft. |
Armor Class: |
14 (+2 size, +2 Dex), touch 14, flat-footed 12 |
Base Attack/Grapple: |
+0/–12 |
Attack: |
Bite +4 melee (1d3–4) |
Full Attack: |
Bite +4 melee (1d3–4) |
Space/Reach: |
2-1/2 ft./0 ft. |
Special Attacks: |
smite evil |
Special Qualities: |
Low-light vision, scent, darkvision 60ft, resistance to acid 5 cold 5 and electricity 5, spell resistance 5 |
Saves: |
Fort +2, Ref +4, Will +1 |
Abilities: |
Str 2, Dex 15, Con 10, Int 3, Wis 12, Cha 2 |
Skills: |
Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10 |
Feats: |
|
Environment: |
Any Good-aligned plane |
Organization: |
Plague (10–100) |
Challenge Rating: |
1/8 |
Alignment: |
Always good (any) |
Advancement: |
+2 |
Level Adjustment: |
+2 |
These omnivorous rodents thrive almost anywhere.
Combat
Rats usually run away. They bite only as a last resort.
Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat 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 line.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -- In this case +0.