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Cinder Rat (Leadroar)Creature 3

Source Pathfinder Society Scenario #3-13: Guardian's Covenant
Perception +9 (darkvision, smoke vision)
Languages none
Skills Acrobatics +10, Stealth +10, Survival +9
Str +2, Dex +3, Con +2, Int -4, Wis +2, Cha +0

AC 18; Fort +9; Reflex +12; Will +6;
HP 45
Speed 40 feet
Immunities bleed, fire, paralyzed, poison, sleep
Weaknesses Cold 5

Jaws One Action +10 (+5, +0) to hit (finesse) 1d8+4 Fire


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Smoke Vision

The cinder rat ignores the Concealed condition from smoke.

Breath Weapon Two Actions (evocation, fire, primal)

The cinder rat breathes fire in a 15-foot cone that deals 4d6 fire damage (DC 19 basic reflex save). The cinder rat can't use Breath Weapon again for 1d4 rounds.

These oversized rodents are made of smoldering charcoal and elemental fire, and noxious fumes continually bellow from their flaming flesh.

Fire elementals are destructive manifestations of the scorching Plane of Fire.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.