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StunnerA subspecies of dire rat. They used to inhabit towns, but have had to adapt to the outside world since humans destroyed their natural habitat. Because of this, it is much more resilient than normal dire rats, and has even developed resistance to poison and other toxins. It is good at stunning enemies by unleashing violent physical attacks. It is possible to avoid the stunner’s attack by listening for it scurrying about in the darkness.

Stunner (CR 3)

XP 800
N Small Animal
Init +4; Senses Low-light vision, scent; Perception +8

DEFENSE

AC 18, touch 15, flat-footed 12 (+4 dex, +3 natural, +1 size)
hp 28 (4d8+8)
Fort +6, Ref +8, Will +3; +4 vs. poison
Immune disease status effect;
Weakness Fire

OFFENSE

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Bite +6 (1d4+2 plus disease), 2 Claws +6 (1d3+2)
Special Attacks Critical Attack, Disease

STATISTICS

Str 14, Dex 18, Con 15, Int 2, Wis 15, Cha 4
Base Atk +3; CMB +4; CMD 18 (22 vs. trip)
Feats Power Attack, Skill Focus (Perception)
Skills Climb +12, Perception +8, Stealth +15, Swim +12; Racial Modifiers use Dex to modify Climb and Swim

SPECIAL ABILITIES

Critical Attack (Ex)

Once every 1d4 rounds as a standard action, the stunner can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d4+2 x 1.5 for total damage.

Disease (Ex)

Filth fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.