Rat Man & Friends

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Rat Man Level 6 Lurker

Small Natural Humanoid


Initiative: +11 Senses: Perception +8
HP: 52 Bloodied: 26
AC 18; Fort 14; Ref 17; Will 15 see also Crowd Shield and Nimble Reaction

Saving Throws: +5 against Fear Effects


Speed: 6
Short Sword (standard; at-will)  Poison, Weapon
+10 vs. AC; 1d6+4 damage and Rat Man makes a secondary attack. Secondary Attack +8 vs. Fortitude;

the target takes ongoing 3 Poison damage and is slowed (save ends both)

Hand Crossbow (standard; At-Will) Poison, Weapon


Ranged 10/20; +10 vs. AC; 1d6+4 damage and Rat Man makes a secondary attack. Secondary Attack +8

vs. Fortitude; the target takes ongoing 3 Poison damage and is slowed (save ends both)

Catfall
If Rat Man falls, reduce the distance he falls by 20’ when determining how much damage he takes.

Crowd Shield
Rat Man gains a +2 bonus to AC and reflex defense if one creature is adjacent to him or double that if

there are two.

Nimble Reaction
Rat Man gains a +2 racial bonus to AC against opportunity attacks
Second Chance (immediate interrupt, when Rat Man would be struck by an
attack; encounter)
Rat Man forces the attacker to re-roll the attack and take the new result.
Flute of Rodent Control (Move; At-Will)
Rat Man can use his flute to Dominate rodents. Once he has made a Charisma
+8 vs. Will attack on the rodents, he can command them to attack, defend or
flee and they will use their actions to carry out their master’s command.
Rodents are allowed a save at –3 every day to break the enchantment. Those
that can’t within a week are loyal to him for the rest of their lives.
Alignment-Evil Languages- Common, Draconic
Skills-Acrobatics +14, Athletics +9, Stealth +12, Streetwise +10, and Thievery
+14
Strength: 12 (+4) Dexterity: 18 (+7) Wisdom: 10 (+3)
Constitution: 10 (+3) Intelligence: 10 (+3) Charisma: 15 (+5)
Equipment: Leather Armor, Poisoned Short Sword, Hand Crossbow with 10 poisoned bolts, thieves’ tools,

standard adventurer’s kit, one wire cage 2’X2’X3’, thick black leather gauntlets, soft high black leather
boots, utility belt (with sheath for short sword, holster for crossbow, bolt case, wallet for thieves’ tools,

and two pouches), 20gp in black leather neck bag, electrum-plated flute in red silk bag, and a silver

dagger in each boot.

Rat Swarm
HP 36; Bloodied 18
AC 15; Fortitude 12; Reflex 14; Will 11
Resist half damage from melee and ranged attacks; Vulnerable 5 against close
and area attacks Rat Swarm Tactics
Speed 4, climb 2 Rat swarms are more
determined and
Swarm of Teeth (standard; at-will) ferocious than common
rats,
+6 vs. AC; 1d6 + 3 damage, and ongoing 3 damage (save ends). simply
overwhelming anything
Alignment Unaligned that looks like it might
Str 12 (+2) Dex 17 (+4) Wis 10 (+1) make a meal.
Con 12 (+2) Int 2 (–3) Cha 9 (+0)

Giant Rat
Small natural beast XP 25
Initiative +3 Senses Perception +5; low-light vision
HP 1; a missed attack never damages a minion.
AC 15; Fortitude 13, Refl ex 15, Will 12
Giant Rat Tactics
Speed 6, climb 3 Giant rats gang up on the
nearest target, turning and
Bite (standard; at-will)
fleeing when about half their
+6 vs. AC; 3 damage. number are slain.
Alignment Unaligned
Str 12 (+1) Dex 17 (+3) Wis 10 (+0)
Con 12 (+1) Int 2 (–4) Cha 6 (–2)

Rat Man 1 Rat Swarm 3 4 Giant Rats 5 6 7 8


52 36 36 1 1 1 1

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