Challenge Rating: 1/3
Hit Points: 5 hp (1d8+1)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Saves: Fort +3 Ref +5 Will +3
Speed: 40’, 20’ climb
Base Attack: +0
Melee: Bite +4 melee (1d4 plus disease)
Special Attacks: Disease
Sanity Effects: —
Abilities: STR 10, DEX 17, CON 12, INT 1, WIS 12, CHA 4
Skills: Acrobatics, +4 Athletics, +2 Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, +3 Thievery
Talents: Alertness, Weapon Finesse
Special Qualities: Low light vision, scent
Organization: Solitary, Pair, or Pack (7-12)
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.