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Rat SwarmCreature 1


NLargeAnimalSwarm
Source Pathfinder Bestiary
Perception +5 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +8, Athletics +4, Stealth +6
Str -2, Dex +3, Con +1, Int -4, Wis +1, Cha -3

AC 14; Fort +2; Reflex +7; Will +4;
HP 14
Speed 30 feet (climb 10 feet)
Immunities precision, swarm mind
Weaknesses Area Damage 3, Splash Damage 3
Resistances Physical 6

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.

Swarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

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

Swarming Bites One Action

Each enemy in the swarm's space takes 1d6 piercing damage and must attempt a DC 17 basic reflex save. A creature that fails its save is exposed to filth fever.


A swarm of rats can cause total chaos within a household or business. Contracting filth fever is all the easier when dozens of these agitated or hungry vermin gather to bite victims en masse, making rat-hunting a viable career in many parts of the world as desperate townspeople seek relief from the disease's spread.


Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.

Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world-a pestilence more than capable of ravaging rural communities.


Traits

Common

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.