illustration for Jean de La Fontaine's fables by Gustave Doré (1832–1883)
|Tiny animal (Swarm)|
|Hit Dice||4d8 (13 hp)|
|Speed||15 ft. (3 squares), Climb 15 ft.|
|Armor Class||14 (+2 size, +2 Dexterity), touch 14, flat-footed 12|
|Attack||Swarm (1d6 plus disease)|
|Full Attack||Swarm (1d6 plus disease)|
|Space/Reach||10 ft./0 ft.|
|Special Attacks||Disease, distraction|
|Special Qualities||Half damage from slashing and piercing, Low-Light Vision, Scent, swarm traits|
|Saves||Fort +4, Ref +6, Will +2|
|Abilities||Strength 2, Dexterity 15, Constitution 10, Intelligence 2, Wisdom 12, Charisma 2|
|Skills||Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10|
|Feats||Alertness, Weapon Finesse|
|Organization||Solitary, pack (2-4 swarms), or infestation (7-12 swarms)|
A rat swarm
seeks to surround and attack any warm-blooded prey it encounters. A swarm deals
1d6 points of damage to any creature whose space it occupies at the end of its
fever-swarm attack, Fortitude DC 12, incubation period
1d3 days, damage 1d3 Dexterity and 1d3 Constitution. The save DC is Constitution-based.
(Ex): Any living creature that begins its turn with a swarm in its square
must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save
DC is Constitution-based.
Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm 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
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