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<blockquote data-quote="ElectricDragon" data-source="post: 7854878" data-attributes="member: 10778"><p><strong><span style="font-size: 22px">DEAD RATTOR</span></strong></p><table style='width: 100%'><tr><td></td><td><em>Small Undead</em></td></tr><tr><td><strong>Hit Dice:</strong></td><td>2d12 (13 hp)</td></tr><tr><td><strong>Initiative:</strong></td><td>+8 (+4 Dex, +4 Improved Initiative)</td></tr><tr><td><strong>Speed:</strong></td><td>40 ft. (8 squares), climb 20 ft.</td></tr><tr><td><strong>Armor Class:</strong></td><td>18 (+4 Dex, +1 size, +3 natural), touch 15, flat-footed 14</td></tr><tr><td><strong>Base Attack/Grapple:</strong></td><td>+1/–2</td></tr><tr><td><strong>Attack:</strong></td><td>Bite +6 melee (1d4+1 plus paralysis)</td></tr><tr><td><strong>Full Attack:</strong></td><td>Bite +6 melee (1d4+1 plus paralysis)</td></tr><tr><td><strong>Space/Reach:</strong></td><td>5 ft./5 ft.</td></tr><tr><td><strong>Special Attacks:</strong></td><td>Ghoul fever, paralysis</td></tr><tr><td><strong>Special Qualities:</strong></td><td>Darkvision 60’, low-light vision, scent, turn resistance +2, undead traits</td></tr><tr><td><strong>Saves:</strong></td><td>Fort +4, Ref +5, Will +2</td></tr><tr><td><strong>Abilities:</strong></td><td>Str 13, Dex 19, Con —, Int 10, Wis 11, Cha 8</td></tr><tr><td><strong>Skills:</strong></td><td>Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11</td></tr><tr><td><strong>Feats:</strong></td><td>Alertness, Improved InitiativeB, Weapon FinesseB</td></tr><tr><td><strong>Environment:</strong></td><td>Any</td></tr><tr><td><strong>Organization:</strong></td><td>Solitary, pair, pack (6–10), or troop (2–5 plus 2–4 ghouls)</td></tr><tr><td><strong>Challenge Rating:</strong></td><td>½</td></tr><tr><td><strong>Treasure:</strong></td><td>None</td></tr><tr><td><strong>Alignment:</strong></td><td>Always chaotic evil</td></tr><tr><td><strong>Advancement:</strong></td><td>—</td></tr><tr><td><strong>Level Adjustment:</strong></td><td>—</td></tr></table><p>Dead rattors are created by use of a special ritual performed on the three nights of the <em>Feast of Samhain</em>. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars (research as if the ritual were a 9th level spell).</p><p></p><p></p><p>Except for their dead white eyes, dead rattors resemble dire rats.</p><p>A dead rattor can be up to 4 feet long and weigh over 50 pounds. Dead rattors understand but cannot speak the languages they spoke in life (usually Common).</p><p><strong>COMBAT</strong></p><p>Dead rattor packs attack fearlessly, biting and chewing with their sharp incisors.</p><p><strong>Ghoul Fever (Su):</strong> Disease—bite, Fortitude DC 10, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.</p><p>An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.</p><p><strong>Paralysis (Ex):</strong> Those hit by a dead rattor’s bite must succeed on a DC 10 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.</p><p><strong>Turn Resistance: </strong>Dead rattor’s have +2 turn resistance.</p><p><strong>Skills:</strong> A dead rattor uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.</p><p>Dead rattors have a +8 racial bonus on Swim checks.</p><p><strong>Feats:</strong> Dead rattors gain Weapon Finesse and Improved Initiative as bonus feats.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7854878, member: 10778"] [B][SIZE=6]DEAD RATTOR[/SIZE][/B] [TABLE] [TR] [TD][/TD] [TD][I]Small Undead[/I][/TD] [/TR] [TR] [TD][B]Hit Dice:[/B][/TD] [TD]2d12 (13 hp)[/TD] [/TR] [TR] [TD][B]Initiative:[/B][/TD] [TD]+8 (+4 Dex, +4 Improved Initiative)[/TD] [/TR] [TR] [TD][B]Speed:[/B][/TD] [TD]40 ft. (8 squares), climb 20 ft.[/TD] [/TR] [TR] [TD][B]Armor Class:[/B][/TD] [TD]18 (+4 Dex, +1 size, +3 natural), touch 15, flat-footed 14[/TD] [/TR] [TR] [TD][B]Base Attack/Grapple:[/B][/TD] [TD]+1/–2[/TD] [/TR] [TR] [TD][B]Attack:[/B][/TD] [TD]Bite +6 melee (1d4+1 plus paralysis)[/TD] [/TR] [TR] [TD][B]Full Attack:[/B][/TD] [TD]Bite +6 melee (1d4+1 plus paralysis)[/TD] [/TR] [TR] [TD][B]Space/Reach:[/B][/TD] [TD]5 ft./5 ft.[/TD] [/TR] [TR] [TD][B]Special Attacks:[/B][/TD] [TD]Ghoul fever, paralysis[/TD] [/TR] [TR] [TD][B]Special Qualities:[/B][/TD] [TD]Darkvision 60’, low-light vision, scent, turn resistance +2, undead traits[/TD] [/TR] [TR] [TD][B]Saves:[/B][/TD] [TD]Fort +4, Ref +5, Will +2[/TD] [/TR] [TR] [TD][B]Abilities:[/B][/TD] [TD]Str 13, Dex 19, Con —, Int 10, Wis 11, Cha 8[/TD] [/TR] [TR] [TD][B]Skills:[/B][/TD] [TD]Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11[/TD] [/TR] [TR] [TD][B]Feats:[/B][/TD] [TD]Alertness, Improved InitiativeB, Weapon FinesseB[/TD] [/TR] [TR] [TD][B]Environment:[/B][/TD] [TD]Any[/TD] [/TR] [TR] [TD][B]Organization:[/B][/TD] [TD]Solitary, pair, pack (6–10), or troop (2–5 plus 2–4 ghouls)[/TD] [/TR] [TR] [TD][B]Challenge Rating:[/B][/TD] [TD]½[/TD] [/TR] [TR] [TD][B]Treasure:[/B][/TD] [TD]None[/TD] [/TR] [TR] [TD][B]Alignment:[/B][/TD] [TD]Always chaotic evil[/TD] [/TR] [TR] [TD][B]Advancement:[/B][/TD] [TD]—[/TD] [/TR] [TR] [TD][B]Level Adjustment:[/B][/TD] [TD]—[/TD] [/TR] [/TABLE] Dead rattors are created by use of a special ritual performed on the three nights of the [I]Feast of Samhain[/I]. Knowledge of this ritual and its components is not widespread and requires at least a major quest and/or intensive research to discover its particulars (research as if the ritual were a 9th level spell). Except for their dead white eyes, dead rattors resemble dire rats. A dead rattor can be up to 4 feet long and weigh over 50 pounds. Dead rattors understand but cannot speak the languages they spoke in life (usually Common). [B]COMBAT[/B] Dead rattor packs attack fearlessly, biting and chewing with their sharp incisors. [B]Ghoul Fever (Su):[/B] Disease—bite, Fortitude DC 10, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. An afflicted humanoid that dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [B]Paralysis (Ex):[/B] Those hit by a dead rattor’s bite must succeed on a DC 10 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based. [B]Turn Resistance: [/B]Dead rattor’s have +2 turn resistance. [B]Skills:[/B] A dead rattor uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Dead rattors have a +8 racial bonus on Swim checks. [B]Feats:[/B] Dead rattors gain Weapon Finesse and Improved Initiative as bonus feats. [/QUOTE]
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