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[XPH] Cranium Rats gone WILD!
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<blockquote data-quote="Nifft" data-source="post: 1522201" data-attributes="member: 6562"><p>Hey everybody! Here's my first brush at re-working the beloved Cranium Rat for the XPH. IMHO, they are best suited to be Wilders.</p><p></p><p><strong>Update:</strong> They're no longer impossible to kill! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Thanks, Piratecat!</p><p></p><p></p><p>CRANIUM RAT SWARM (Minor)</p><p>Tiny Magical Beast (Swarm) </p><p>Hit Dice: 3d10+3 (19 hp) </p><p>Initiative: +3</p><p>Speed: 25 ft. (5 squares), climb 15 ft. </p><p>Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13</p><p>Base Attack/Grapple: +3/--</p><p>Attack: Swarm (1d6 plus disease) </p><p>Full Attack: Swarm (1d6 plus disease) </p><p>Space/Reach: 10 ft./0 ft. </p><p>Special Attacks: Disease, distraction, psionics</p><p>Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +2, power point regeneration, merge swarms, split swarm</p><p>Saves: Fort +7, Reflex +8, Will +4</p><p>Abilities: Str 2, Dex 17, Con 12, Int 7, Wis 14, Cha 13</p><p>Skills: Balance +11, Climb +11, Concentration +6, Hide +15, Listen +4, Spot +4, Swim +11</p><p>Feats: Alertness, Speed of Thought</p><p>Environment: Any </p><p>Organization: Solitary</p><p>Challenge Rating: 3</p><p>Treasure: None </p><p>Alignment: Usually neutral evil </p><p>Advancement: None </p><p>Level Adjustment: --</p><p></p><p></p><p>Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to move over a spellcaster, then Mind Thrust anyone harming it with melee attacks.</p><p></p><p>Psionics: A minor cranium rat swarm manifests powers as a 1st level Wilder. A typical pack has 4 power points (including bonus for high Charisma and +2 racial bonus power points). Typical power known: Mind Thrust. Save DC: 11 + power level.</p><p></p><p>Wild Surge +1: As the Wilder ability of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge.</p><p></p><p>Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes.</p><p></p><p>Disease (Ex): Filth fever swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. </p><p></p><p>Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 3 hit points, for a standard minor cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless.</p><p></p><p>Merge Swarms (Ex): Two minor cranium rat swarms can combine into a single lesser cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both minor swarms, and one of the swarms must be at full HP.</p><p></p><p>Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p></p><p></p><p></p><p>CRANIUM RAT SWARM (Lesser)</p><p>Tiny Magical Beast (Swarm) </p><p>Hit Dice: 6d10+12 (45 hp) </p><p>Initiative: +3</p><p>Speed: 25 ft. (5 squares), climb 15 ft. </p><p>Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13</p><p>Base Attack/Grapple: +6/--</p><p>Attack: Swarm (2d6 plus disease) </p><p>Full Attack: Swarm (2d6 plus disease) </p><p>Space/Reach: 10 ft./0 ft. </p><p>Special Attacks: Disease, distraction, psionics</p><p>Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +2, Surging Euphoria +1, power point regeneration, merge swarms, split swarm</p><p>Saves: Fort +7, Reflex +8, Will +4</p><p>Abilities: Str 2, Dex 17, Con 14, Int 9, Wis 14, Cha 15</p><p>Skills: Balance +11, Climb +11, Concentration +11, Hide +15, Listen +4, Spot +4, Swim +11</p><p>Feats: Alertness, Psionic Meditation, Speed of Thought</p><p>Environment: Any </p><p>Organization: Solitary</p><p>Challenge Rating: 6</p><p>Treasure: None </p><p>Alignment: Usually neutral evil </p><p>Advancement: None </p><p>Level Adjustment: --</p><p></p><p></p><p>Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to Demoralize all foes in the area before concentrating on enemy spellcasters.</p><p></p><p>Psionics: A lesser cranium rat swarm manifests powers as a 4th level Wilder. A typical pack has 23 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip. Save DC: 12 + power level.</p><p></p><p>Wild Surge +2, Surging Euphoria +1: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge.</p><p></p><p>Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes.</p><p></p><p>Disease (Ex): Filth fever swarm attack, Fortitude DC 15, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. </p><p></p><p>Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 6 hit points, for a standard lesser cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless.</p><p></p><p>Merge Swarms (Ex): Two lesser cranium rat swarms can combine into a single average cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both lesser swarms, and one of the swarms must be at full HP.</p><p></p><p>Split Swarm (Ex): When reduced to 0 hp, a lesser cranium rat swarm splits into two minor cranium rat swarms. Each new swarm has 1/2 full HP.</p><p></p><p>Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p></p><p></p><p></p><p>CRANIUM RAT SWARM (Average)</p><p>Tiny Magical Beast (Swarm) </p><p>Hit Dice: 12d10+36 (102 hp)</p><p>Initiative: +3</p><p>Speed: 25 ft. (5 squares), climb 15 ft. </p><p>Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13</p><p>Base Attack/Grapple: +12/--</p><p>Attack: Swarm (3d6 plus disease) </p><p>Full Attack: Swarm (3d6 plus disease) </p><p>Space/Reach: 10 ft./0 ft. </p><p>Special Attacks: Disease, distraction, psionics</p><p>Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +3, Surging Euphoria +1, power point regeneration, merge swarms, split swarm</p><p>Saves: Fort +10, Reflex +11, Will +6</p><p>Abilities: Str 2, Dex 17, Con 16, Int 13, Wis 14, Cha 19</p><p>Skills: Balance +11, Climb +11, Concentration +18, Hide +15, Listen +10, Psicraft +16, Spot +10, Swim +11</p><p>Feats: Alertness, Psionic Meditation, Expanded Knowlege (Hostile Empathic Transfer), Speed of Thought, Widen Power</p><p>Environment: Any </p><p>Organization: Solitary</p><p>Challenge Rating: 10</p><p>Treasure: None </p><p>Alignment: Usually neutral evil </p><p>Advancement: None </p><p>Level Adjustment: --</p><p></p><p></p><p>Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to Demoralize all foes in the area before concentrating on enemy spellcasters.</p><p></p><p>Psionics: An average cranium rat swarm manifests powers as an 8th level Wilder. A typical pack has 76 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip, Psionic Blast, Energy Burst, Hostile Empathic Transfer. Save DC: 14 + power level.</p><p></p><p>Wild Surge +3, Surging Euphoria +1: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge.</p><p></p><p>Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes.</p><p></p><p>Disease (Ex): Filth fever swarm attack, Fortitude DC 19, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. </p><p></p><p>Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard average cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless.</p><p></p><p>Merge Swarms (Ex): Two average cranium rat swarms can combine into a single greater cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both average swarms, and one of the swarms must be at full HP.</p><p></p><p>Split Swarm (Ex): When reduced to 0 hp, an average cranium rat swarm splits into two lesser cranium rat swarms. Each new swarm has 1/2 full HP.</p><p></p><p>Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p></p><p></p><p></p><p>CRANIUM RAT SWARM (Greater)</p><p>Tiny Magical Beast (Swarm) </p><p>Hit Dice: 18d10+72 (171 hp)</p><p>Initiative: +3</p><p>Speed: 25 ft. (5 squares), climb 15 ft. </p><p>Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13</p><p>Base Attack/Grapple: +18/--</p><p>Attack: Swarm (4d6 plus disease) </p><p>Full Attack: Swarm (4d6 plus disease) </p><p>Space/Reach: 15 ft./0 ft. </p><p>Special Attacks: Disease, distraction, psionics</p><p>Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +4, Surging Euphoria +2, power point regeneration, merge swarms, split swarm</p><p>Saves: Fort +15, Reflex +14, Will +8</p><p>Abilities: Str 2, Dex 17, Con 18, Int 15, Wis 14, Cha 23</p><p>Skills: Balance +11, Climb +11, Concentration +25, Hide +15, Listen +13, Psicraft +23, Spot +13, Swim +11</p><p>Feats: Alertness, Psionic Meditation, Expanded Knowlege (Hostile Empathic Transfer, Hustle), Speed of Thought, Widen Power, Empower Power</p><p>Environment: Any </p><p>Organization: Solitary</p><p>Challenge Rating: 15</p><p>Treasure: None </p><p>Alignment: Usually neutral evil </p><p>Advancement: None </p><p>Level Adjustment: --</p><p></p><p></p><p>Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 4d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to Widened Demoralize all foes in the area, get into melee with an obvious spellcaster, then blast the area with an Empowered Energy Burst or fire an Empowered Ego Whip at a warrior type who seems capable of damaging the swarm. The swarm will use its Widened Hostile Empathic Transfer if damaged, almost always prefering the cone effect. If a spellcaster presents a significant threat, the swarm will target him with an Empowered Psi Disintegrate -- this is a last resort, as the swarm finds the soft flesh of their brains quite tasty.</p><p></p><p>Psionics: A greater cranium rat swarm manifests powers as a 12th level Wilder. A typical pack has 164 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip, Psionic Blast, Energy Burst, Hostile Empathic Transfer, Hustle, Energy Adaptation, Psychic Crush, Psi Disintegrate. Save DC: 16 + power level.</p><p></p><p>Wild Surge +4, Surging Euphoria +2: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge.</p><p></p><p>Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes.</p><p></p><p>Disease (Ex): Filth fever swarm attack, Fortitude DC 23, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. </p><p></p><p>Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 23 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 18 hit points, for a standard greater cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless.</p><p></p><p>Merge Swarms (Ex): Two greater cranium rat swarms can combine into a single hyper cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both greater swarms, and one of the swarms must be at full HP.</p><p></p><p>Split Swarm (Ex): When reduced to 0 hp, a greater cranium rat swarm splits into two average cranium rat swarms. Each new swarm has 1/2 full HP.</p><p></p><p>Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p></p><p></p><p></p><p>CRANIUM RAT SWARM (Hyper)</p><p>Tiny Magical Beast (Swarm) </p><p>Hit Dice: 24d10+120 (252 hp)</p><p>Initiative: +3</p><p>Speed: 25 ft. (5 squares), climb 15 ft. </p><p>Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13</p><p>Base Attack/Grapple: +24/--</p><p>Attack: Swarm (5d6 plus disease) </p><p>Full Attack: Swarm (5d6 plus disease) </p><p>Space/Reach: 15 ft./0 ft. </p><p>Special Attacks: Disease, distraction, psionics</p><p>Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +5, Surging Euphoria +2, power point regeneration, merge swarms, split swarm</p><p>Saves: Fort +15, Reflex +14, Will +8</p><p>Abilities: Str 2, Dex 17, Con 20, Int 17, Wis 14, Cha 27</p><p>Skills: Balance +11, Climb +11, Concentration +32, Hide +15, Listen +29, Psicraft +30, Spot +29, Sense Motive +29, Swim +11</p><p>Feats: Alertness, Psionic Meditation, Expanded Knowlege (Hostile Empathic Transfer, Hustle), Speed of Thought, Widen Power, Empower Power, Quicken Power, Burrowing Power</p><p>Environment: Any </p><p>Organization: Solitary</p><p>Challenge Rating: 18</p><p>Treasure: None </p><p>Alignment: Usually neutral evil </p><p>Advancement: None </p><p>Level Adjustment: --</p><p></p><p></p><p>Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 5d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to Widened Demoralize all foes in the area, get into melee with an obvious spellcaster, then blast the area with an Empowered Energy Burst, Widened Ultrablast or fire an Empowered Ego Whip at a warrior type who seems capable of damaging the swarm. The swarm will use its Widened Hostile Empathic Transfer if damaged, almost always prefering the cone effect. If a spellcaster presents a significant threat, the swarm will target him with an Empowered Psi Disintegrate -- this is a last resort, as the swarm finds the soft flesh of their brains quite tasty.</p><p></p><p>Psionics: A hyper cranium rat swarm manifests powers as a 16th level Wilder. A typical pack has 287 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip, Psionic Blast, Energy Burst, Hostile Empathic Transfer, Hustle, Energy Adaptation, Psychic Crush, Psi Disintegrate, Telekinetic Thrust, Ultrablast. Save DC: 18 + power level.</p><p></p><p>Wild Surge +5, Surging Euphoria +2: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge.</p><p></p><p>Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes.</p><p></p><p>Disease (Ex): Filth fever swarm attack, Fortitude DC 27, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. </p><p></p><p>Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 27 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 24 hit points, for a standard hyper cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless.</p><p></p><p>Merge Swarms (Ex): Two hyper cranium rat swarms can combine into a single ultra cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both hyper swarms, and one of the swarms must be at full HP.</p><p></p><p>Split Swarm (Ex): When reduced to 0 hp, a hyper cranium rat swarm splits into two greater cranium rat swarms. Each new swarm has 1/2 full HP.</p><p></p><p>Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p></p><p></p><p></p><p>CRANIUM RAT SWARM (Ultra)</p><p>Tiny Magical Beast (Swarm) </p><p>Hit Dice: 30d10+180 (345 hp)</p><p>Initiative: +3</p><p>Speed: 25 ft. (5 squares), climb 15 ft. </p><p>Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13</p><p>Base Attack/Grapple: +30/--</p><p>Attack: Swarm (5d6 plus disease) </p><p>Full Attack: Swarm (5d6 plus disease) </p><p>Space/Reach: 20 ft./0 ft. </p><p>Special Attacks: Disease, distraction, psionics</p><p>Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +6, Surging Euphoria +3, power point regeneration, split swarm</p><p>Saves: Fort +23, Reflex +20, Will +12</p><p>Abilities: Str 2, Dex 17, Con 22, Int 19, Wis 14, Cha 31</p><p>Skills: Balance +11, Climb +11, Concentration +39, Hide +15, Knowlege (Psionics) +37, Listen +35, Psicraft +37, Spot +35, Sense Motive +35, Swim +11</p><p>Feats: Alertness, Psionic Meditation, Expanded Knowlege (Hostile Empathic Transfer, Hustle, Psi Dominate), Speed of Thought, Widen Power, Empower Power, Quicken Power, Burrowing Power, Epic Psionic Focus</p><p>Environment: Any </p><p>Organization: Solitary</p><p>Challenge Rating: 22</p><p>Treasure: None </p><p>Alignment: Usually neutral evil </p><p>Advancement: None </p><p>Level Adjustment: --</p><p></p><p></p><p>Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 5d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it looses a Quickened Widened Demoralize on all foes in the area, closes into melee with an obvious spellcaster, then blasts the area with a Widened Empowered Energy Burst, Widened Empowered Ultrablast, or fires an Empowered Quickened Ego Whip at a warrior type who seems capable of damaging the swarm. The swarm will use its Widened Hostile Empathic Transfer if damaged, almost always prefering the cone effect. If a spellcaster presents a significant threat, the swarm will target him with an Empowered Psi Disintegrate -- this is a last resort, as the swarm finds the soft flesh of their brains quite tasty. When possible, they prefer to Assimilate their foes.</p><p></p><p>Psionics: An ultra cranium rat swarm manifests powers as a 20th level Wilder. A typical pack has 445 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip, Psionic Blast, Energy Burst, Hostile Empathic Transfer, Hustle, Psi Dominate, Energy Adaptation, Psychic Crush, Psi Disintegrate, Telekinetic Thrust, Ultrablast, Assimilate, Reality Revision. Save DC: 20 + power level.</p><p></p><p>Wild Surge +6, Surging Euphoria +3: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge.</p><p></p><p>Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes.</p><p></p><p>Disease (Ex): Filth fever swarm attack, Fortitude DC 31, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. </p><p></p><p>Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 31 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. </p><p></p><p>Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 30 hit points, for a standard ultra cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless.</p><p></p><p>Split Swarm (Ex): When reduced to 0 hp, an ultra cranium rat swarm splits into two hyper cranium rat swarms. Each new swarm has 1/2 full HP.</p><p></p><p>Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1522201, member: 6562"] Hey everybody! Here's my first brush at re-working the beloved Cranium Rat for the XPH. IMHO, they are best suited to be Wilders. [b]Update:[/b] They're no longer impossible to kill! ;) Thanks, Piratecat! CRANIUM RAT SWARM (Minor) Tiny Magical Beast (Swarm) Hit Dice: 3d10+3 (19 hp) Initiative: +3 Speed: 25 ft. (5 squares), climb 15 ft. Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13 Base Attack/Grapple: +3/-- Attack: Swarm (1d6 plus disease) Full Attack: Swarm (1d6 plus disease) Space/Reach: 10 ft./0 ft. Special Attacks: Disease, distraction, psionics Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +2, power point regeneration, merge swarms, split swarm Saves: Fort +7, Reflex +8, Will +4 Abilities: Str 2, Dex 17, Con 12, Int 7, Wis 14, Cha 13 Skills: Balance +11, Climb +11, Concentration +6, Hide +15, Listen +4, Spot +4, Swim +11 Feats: Alertness, Speed of Thought Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Usually neutral evil Advancement: None Level Adjustment: -- Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to move over a spellcaster, then Mind Thrust anyone harming it with melee attacks. Psionics: A minor cranium rat swarm manifests powers as a 1st level Wilder. A typical pack has 4 power points (including bonus for high Charisma and +2 racial bonus power points). Typical power known: Mind Thrust. Save DC: 11 + power level. Wild Surge +1: As the Wilder ability of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge. Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes. Disease (Ex): Filth fever swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 3 hit points, for a standard minor cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless. Merge Swarms (Ex): Two minor cranium rat swarms can combine into a single lesser cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both minor swarms, and one of the swarms must be at full HP. Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. CRANIUM RAT SWARM (Lesser) Tiny Magical Beast (Swarm) Hit Dice: 6d10+12 (45 hp) Initiative: +3 Speed: 25 ft. (5 squares), climb 15 ft. Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13 Base Attack/Grapple: +6/-- Attack: Swarm (2d6 plus disease) Full Attack: Swarm (2d6 plus disease) Space/Reach: 10 ft./0 ft. Special Attacks: Disease, distraction, psionics Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +2, Surging Euphoria +1, power point regeneration, merge swarms, split swarm Saves: Fort +7, Reflex +8, Will +4 Abilities: Str 2, Dex 17, Con 14, Int 9, Wis 14, Cha 15 Skills: Balance +11, Climb +11, Concentration +11, Hide +15, Listen +4, Spot +4, Swim +11 Feats: Alertness, Psionic Meditation, Speed of Thought Environment: Any Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Usually neutral evil Advancement: None Level Adjustment: -- Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to Demoralize all foes in the area before concentrating on enemy spellcasters. Psionics: A lesser cranium rat swarm manifests powers as a 4th level Wilder. A typical pack has 23 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip. Save DC: 12 + power level. Wild Surge +2, Surging Euphoria +1: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge. Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes. Disease (Ex): Filth fever swarm attack, Fortitude DC 15, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 6 hit points, for a standard lesser cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless. Merge Swarms (Ex): Two lesser cranium rat swarms can combine into a single average cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both lesser swarms, and one of the swarms must be at full HP. Split Swarm (Ex): When reduced to 0 hp, a lesser cranium rat swarm splits into two minor cranium rat swarms. Each new swarm has 1/2 full HP. Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. CRANIUM RAT SWARM (Average) Tiny Magical Beast (Swarm) Hit Dice: 12d10+36 (102 hp) Initiative: +3 Speed: 25 ft. (5 squares), climb 15 ft. Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13 Base Attack/Grapple: +12/-- Attack: Swarm (3d6 plus disease) Full Attack: Swarm (3d6 plus disease) Space/Reach: 10 ft./0 ft. Special Attacks: Disease, distraction, psionics Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +3, Surging Euphoria +1, power point regeneration, merge swarms, split swarm Saves: Fort +10, Reflex +11, Will +6 Abilities: Str 2, Dex 17, Con 16, Int 13, Wis 14, Cha 19 Skills: Balance +11, Climb +11, Concentration +18, Hide +15, Listen +10, Psicraft +16, Spot +10, Swim +11 Feats: Alertness, Psionic Meditation, Expanded Knowlege (Hostile Empathic Transfer), Speed of Thought, Widen Power Environment: Any Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: Usually neutral evil Advancement: None Level Adjustment: -- Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to Demoralize all foes in the area before concentrating on enemy spellcasters. Psionics: An average cranium rat swarm manifests powers as an 8th level Wilder. A typical pack has 76 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip, Psionic Blast, Energy Burst, Hostile Empathic Transfer. Save DC: 14 + power level. Wild Surge +3, Surging Euphoria +1: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge. Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes. Disease (Ex): Filth fever swarm attack, Fortitude DC 19, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard average cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless. Merge Swarms (Ex): Two average cranium rat swarms can combine into a single greater cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both average swarms, and one of the swarms must be at full HP. Split Swarm (Ex): When reduced to 0 hp, an average cranium rat swarm splits into two lesser cranium rat swarms. Each new swarm has 1/2 full HP. Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. CRANIUM RAT SWARM (Greater) Tiny Magical Beast (Swarm) Hit Dice: 18d10+72 (171 hp) Initiative: +3 Speed: 25 ft. (5 squares), climb 15 ft. Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13 Base Attack/Grapple: +18/-- Attack: Swarm (4d6 plus disease) Full Attack: Swarm (4d6 plus disease) Space/Reach: 15 ft./0 ft. Special Attacks: Disease, distraction, psionics Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +4, Surging Euphoria +2, power point regeneration, merge swarms, split swarm Saves: Fort +15, Reflex +14, Will +8 Abilities: Str 2, Dex 17, Con 18, Int 15, Wis 14, Cha 23 Skills: Balance +11, Climb +11, Concentration +25, Hide +15, Listen +13, Psicraft +23, Spot +13, Swim +11 Feats: Alertness, Psionic Meditation, Expanded Knowlege (Hostile Empathic Transfer, Hustle), Speed of Thought, Widen Power, Empower Power Environment: Any Organization: Solitary Challenge Rating: 15 Treasure: None Alignment: Usually neutral evil Advancement: None Level Adjustment: -- Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 4d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to Widened Demoralize all foes in the area, get into melee with an obvious spellcaster, then blast the area with an Empowered Energy Burst or fire an Empowered Ego Whip at a warrior type who seems capable of damaging the swarm. The swarm will use its Widened Hostile Empathic Transfer if damaged, almost always prefering the cone effect. If a spellcaster presents a significant threat, the swarm will target him with an Empowered Psi Disintegrate -- this is a last resort, as the swarm finds the soft flesh of their brains quite tasty. Psionics: A greater cranium rat swarm manifests powers as a 12th level Wilder. A typical pack has 164 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip, Psionic Blast, Energy Burst, Hostile Empathic Transfer, Hustle, Energy Adaptation, Psychic Crush, Psi Disintegrate. Save DC: 16 + power level. Wild Surge +4, Surging Euphoria +2: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge. Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes. Disease (Ex): Filth fever swarm attack, Fortitude DC 23, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 23 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 18 hit points, for a standard greater cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless. Merge Swarms (Ex): Two greater cranium rat swarms can combine into a single hyper cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both greater swarms, and one of the swarms must be at full HP. Split Swarm (Ex): When reduced to 0 hp, a greater cranium rat swarm splits into two average cranium rat swarms. Each new swarm has 1/2 full HP. Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. CRANIUM RAT SWARM (Hyper) Tiny Magical Beast (Swarm) Hit Dice: 24d10+120 (252 hp) Initiative: +3 Speed: 25 ft. (5 squares), climb 15 ft. Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13 Base Attack/Grapple: +24/-- Attack: Swarm (5d6 plus disease) Full Attack: Swarm (5d6 plus disease) Space/Reach: 15 ft./0 ft. Special Attacks: Disease, distraction, psionics Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +5, Surging Euphoria +2, power point regeneration, merge swarms, split swarm Saves: Fort +15, Reflex +14, Will +8 Abilities: Str 2, Dex 17, Con 20, Int 17, Wis 14, Cha 27 Skills: Balance +11, Climb +11, Concentration +32, Hide +15, Listen +29, Psicraft +30, Spot +29, Sense Motive +29, Swim +11 Feats: Alertness, Psionic Meditation, Expanded Knowlege (Hostile Empathic Transfer, Hustle), Speed of Thought, Widen Power, Empower Power, Quicken Power, Burrowing Power Environment: Any Organization: Solitary Challenge Rating: 18 Treasure: None Alignment: Usually neutral evil Advancement: None Level Adjustment: -- Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 5d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it first attempts to Widened Demoralize all foes in the area, get into melee with an obvious spellcaster, then blast the area with an Empowered Energy Burst, Widened Ultrablast or fire an Empowered Ego Whip at a warrior type who seems capable of damaging the swarm. The swarm will use its Widened Hostile Empathic Transfer if damaged, almost always prefering the cone effect. If a spellcaster presents a significant threat, the swarm will target him with an Empowered Psi Disintegrate -- this is a last resort, as the swarm finds the soft flesh of their brains quite tasty. Psionics: A hyper cranium rat swarm manifests powers as a 16th level Wilder. A typical pack has 287 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip, Psionic Blast, Energy Burst, Hostile Empathic Transfer, Hustle, Energy Adaptation, Psychic Crush, Psi Disintegrate, Telekinetic Thrust, Ultrablast. Save DC: 18 + power level. Wild Surge +5, Surging Euphoria +2: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge. Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes. Disease (Ex): Filth fever swarm attack, Fortitude DC 27, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 27 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 24 hit points, for a standard hyper cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless. Merge Swarms (Ex): Two hyper cranium rat swarms can combine into a single ultra cranium rat swarm by moving into the same squares. Merging requires a full-round action on the part of both hyper swarms, and one of the swarms must be at full HP. Split Swarm (Ex): When reduced to 0 hp, a hyper cranium rat swarm splits into two greater cranium rat swarms. Each new swarm has 1/2 full HP. Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. CRANIUM RAT SWARM (Ultra) Tiny Magical Beast (Swarm) Hit Dice: 30d10+180 (345 hp) Initiative: +3 Speed: 25 ft. (5 squares), climb 15 ft. Armor Class: 16 (+2 size, +3 Dex, +1 Natural), touch 15, flat-footed 13 Base Attack/Grapple: +30/-- Attack: Swarm (5d6 plus disease) Full Attack: Swarm (5d6 plus disease) Space/Reach: 20 ft./0 ft. Special Attacks: Disease, distraction, psionics Special Qualities: Half damage from slashing and piercing, darkvision 60 ft., hivemind, low-light vision, scent, swarm traits, Wild Surge +6, Surging Euphoria +3, power point regeneration, split swarm Saves: Fort +23, Reflex +20, Will +12 Abilities: Str 2, Dex 17, Con 22, Int 19, Wis 14, Cha 31 Skills: Balance +11, Climb +11, Concentration +39, Hide +15, Knowlege (Psionics) +37, Listen +35, Psicraft +37, Spot +35, Sense Motive +35, Swim +11 Feats: Alertness, Psionic Meditation, Expanded Knowlege (Hostile Empathic Transfer, Hustle, Psi Dominate), Speed of Thought, Widen Power, Empower Power, Quicken Power, Burrowing Power, Epic Psionic Focus Environment: Any Organization: Solitary Challenge Rating: 22 Treasure: None Alignment: Usually neutral evil Advancement: None Level Adjustment: -- Combat: A cranium rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 5d6 points of damage to any creature whose space it occupies at the end of its move. If the swarm encounters opposition, it looses a Quickened Widened Demoralize on all foes in the area, closes into melee with an obvious spellcaster, then blasts the area with a Widened Empowered Energy Burst, Widened Empowered Ultrablast, or fires an Empowered Quickened Ego Whip at a warrior type who seems capable of damaging the swarm. The swarm will use its Widened Hostile Empathic Transfer if damaged, almost always prefering the cone effect. If a spellcaster presents a significant threat, the swarm will target him with an Empowered Psi Disintegrate -- this is a last resort, as the swarm finds the soft flesh of their brains quite tasty. When possible, they prefer to Assimilate their foes. Psionics: An ultra cranium rat swarm manifests powers as a 20th level Wilder. A typical pack has 445 power points (including bonus for high Charisma and +2 racial bonus power points). Typical powers known: Mind Thrust, Demoralize, Ego Whip, Psionic Blast, Energy Burst, Hostile Empathic Transfer, Hustle, Psi Dominate, Energy Adaptation, Psychic Crush, Psi Disintegrate, Telekinetic Thrust, Ultrablast, Assimilate, Reality Revision. Save DC: 20 + power level. Wild Surge +6, Surging Euphoria +3: As the Wilder abilities of the same name. Note the lack of Psychic Enervation -- a cranium rat swarm will always surge. Power Point Regeneration (Su): As cranium rats come and go, the psionic power points of the swarm wax and wane. On average, the swarm regenerates 1 power point every 10 minutes. Disease (Ex): Filth fever swarm attack, Fortitude DC 31, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 31 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Hive Mind (Ex): Any cranium rat swarm with at least 1 hit point per Hit Die (or 30 hit points, for a standard ultra cranium rat swarm) forms a hive mind, giving it an Intelligence score as indicated. When a cranium rat swarm is reduced below this hit point threshold, it becomes mindless. Split Swarm (Ex): When reduced to 0 hp, an ultra cranium rat swarm splits into two hyper cranium rat swarms. Each new swarm has 1/2 full HP. Skills: A cranium rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A cranium rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A cranium rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A cranium rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. -- N [/QUOTE]
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[XPH] Cranium Rats gone WILD!
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