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<blockquote data-quote="Stormonu" data-source="post: 9881962" data-attributes="member: 52734"><p>Jermlaine.</p><p></p><p>Back in 3E, I kept a party in a 60 ft. hall all night dealing with a handful of these nasty little beasties. Hiding in a series of rat holes along the wall, they would emerge briefly to used poisoned darts and then dive back into hiding. You can have some riding rats like miniature cavalry doing ride-by attacks at character's heels or having them set up nets, punjii foot pits and other nasty hazards where they live.</p><p></p><p>(To replicate the 3E version, add to stat block - Poison Dart +3 hit; range 30/60, damage 1 piercing + DC 10 Con; failure inflicts the poisoned condition for 1 minute. While poisoned roll d6 for effect: 1 - Victim's skin turns blue, 2 - Victim breaks out in red, itchy bumps, 3 - Victim's vision is distorted, 4 - Ringing in victim's ears, 5 - Victim stumbles, being slowed by 10 ft., 6 - Victim gut cramps and passes constant foul-smelling gas). Additional failed saves reduces the victim's hit point max by 1; if the victim's max hit points are reduced to 0 they fall unconscious for 1 hour; hit point reduction is removed with a short rest).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 9881962, member: 52734"] Jermlaine. Back in 3E, I kept a party in a 60 ft. hall all night dealing with a handful of these nasty little beasties. Hiding in a series of rat holes along the wall, they would emerge briefly to used poisoned darts and then dive back into hiding. You can have some riding rats like miniature cavalry doing ride-by attacks at character's heels or having them set up nets, punjii foot pits and other nasty hazards where they live. (To replicate the 3E version, add to stat block - Poison Dart +3 hit; range 30/60, damage 1 piercing + DC 10 Con; failure inflicts the poisoned condition for 1 minute. While poisoned roll d6 for effect: 1 - Victim's skin turns blue, 2 - Victim breaks out in red, itchy bumps, 3 - Victim's vision is distorted, 4 - Ringing in victim's ears, 5 - Victim stumbles, being slowed by 10 ft., 6 - Victim gut cramps and passes constant foul-smelling gas). Additional failed saves reduces the victim's hit point max by 1; if the victim's max hit points are reduced to 0 they fall unconscious for 1 hour; hit point reduction is removed with a short rest). [/QUOTE]
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