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Enormous RatCreature 3


UncommonNLargeAnimal
Source Pathfinder Society Intro: Year of Boundless Wonder
Perception +9 (low-light vision; scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +8, Athletics +12, Stealth +8
Str +5, Dex +3, Con +3, Int -4, Wis +2, Cha -2

AC 19; Fort +10; Reflex +8; Will +7;
HP 45
Speed 35 feet

Jaws One Action +12 (+7, +2) to hit 1d10+5 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Drag One Action

The enormous rat makes a jaws Strike against a Prone enemy. If it hits, in addition to dealing damage, the enormous rat Strides up to 10 feet, dragging the enemy along.

Filth Fever (disease)

The Sickened and Unconscious conditions from filth fever don't improve on their own until the disease is cured.

Saving Throw DC 14 fortitude


Stage 1 carrier with no ill effect (1d4 hours)

Stage 2 Sickened 1 (1 day)

Stage 3 Sickened 1 and Slowed 1 (1 day)

Stage 4 Unconscious (1 day)

Stage 5 dead

Gnaw Bones

A creature that's critically hit by an enormous rat must succeed at a DC 20 fortitude save or become Wounded 1 as the creature's bones or cartilage are crushed by the rat's jaws.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.