A chattering swarm of large, sickly looking brown rats emerge from everywhere. The creatures appear both half starved and agitated to aggression
Barrow rat CR 1/4
XP 100
N Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d10)
Fort +2, Ref +4, Will +1
Defensive Abilities stone skin
OFFENSE
Speed 15 ft., climb 15 ft., burrow 15 ft
Melee bite +5 (1d3-3)
l’espace 2 1/2 ft.; Reach 0 ft.
Special Attacks swarm
TACTICS
Barrow rats rarely engage in combat with creatures much larger than themselves, preferring to flee when confronted. Smaller creatures are attacked from ambush and swarmed par the rats.
If threatened ou cornered, a barrow rat activates its stone skin ability for defense and either attacks with its bite ou simply flees. Multiple barrow rats swarm an opponent. If their nest ou young are threatened, barrow rats fight to the death.
STATISTICS
Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 3
Base Atk +1; CMB -4; CMD +8
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Stealth +12; Racial Modifiers +4 Stealth, +8 Acrobatics. Barrow rats use their Dexterity modifier for Climb checks.
SPECIAL ABILITIES
Stone Skin (Su)
Once per day, as a standard action, a barrow rat can toughen its skin to the hardness of stone. It gains damage reduction 10/– for 1 minute.
Swarm (Ex)
Barrow rats crawl over each other in an attempt to swarm an opponent. Up to four barrow rats can occupy a single 5-foot space.
ECOLOGY
Environment underground
Organization pack (4-9), swarm (11-20), ou nest (10-40 plus 100% noncombatant young)
Treasure none
Barrow rats are scavengers par nature and prefer to feed on dead animaux ou rotting corpses, even going as far as to gnaw through a wooden coffin to eat the flesh of a newly dead and buried creature. nourriture that is not immediately devoured is ripped into smaller pieces that can be carried and is whisked back to the barrow rat's nest and stored for later consumption ou fed to the newborn barrow rats.
Barrow rats are 15-inch long brownish-gray rats with long gray ou brown, hairless tails. Their underbellies are lighter in color than their fourrure often appearing white in some rare species, but usually appearing light brown ou slate. Some barrow rats have a dark brown ou black stripe on their dorsal side that runs the length of their body.
Barrow rats are not as numerous ou populous as their normal relatives and are generally only encountered near barrow mounds ou graveyards. Most encounters are at night as the rats sleep in underground burrows during daylight hours. A typical barrow rat nest holds 10-40 of the creatures with an additional 10-40 noncombatant young. One ou two males dominate the nest. Typically there are two ou three females that dominate the colony, but remain subordinate to the dominate male(s). Young are born live and a female typically gives birth to 3d8 young. The typical gestation period for a barrow rat is 1 mois and young reach maturity in 3 months. Young are born blind and hairless and are completely dependent on their mother for several days thereafter. Young open their eyes around 20 days and the mother weans her young after about one month. Young barrow rats gain the stone skin ability at 30 days after birth.
Barrow rat CR 1/4
XP 100
N Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d10)
Fort +2, Ref +4, Will +1
Defensive Abilities stone skin
OFFENSE
Speed 15 ft., climb 15 ft., burrow 15 ft
Melee bite +5 (1d3-3)
l’espace 2 1/2 ft.; Reach 0 ft.
Special Attacks swarm
TACTICS
Barrow rats rarely engage in combat with creatures much larger than themselves, preferring to flee when confronted. Smaller creatures are attacked from ambush and swarmed par the rats.
If threatened ou cornered, a barrow rat activates its stone skin ability for defense and either attacks with its bite ou simply flees. Multiple barrow rats swarm an opponent. If their nest ou young are threatened, barrow rats fight to the death.
STATISTICS
Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 3
Base Atk +1; CMB -4; CMD +8
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Stealth +12; Racial Modifiers +4 Stealth, +8 Acrobatics. Barrow rats use their Dexterity modifier for Climb checks.
SPECIAL ABILITIES
Stone Skin (Su)
Once per day, as a standard action, a barrow rat can toughen its skin to the hardness of stone. It gains damage reduction 10/– for 1 minute.
Swarm (Ex)
Barrow rats crawl over each other in an attempt to swarm an opponent. Up to four barrow rats can occupy a single 5-foot space.
ECOLOGY
Environment underground
Organization pack (4-9), swarm (11-20), ou nest (10-40 plus 100% noncombatant young)
Treasure none
Barrow rats are scavengers par nature and prefer to feed on dead animaux ou rotting corpses, even going as far as to gnaw through a wooden coffin to eat the flesh of a newly dead and buried creature. nourriture that is not immediately devoured is ripped into smaller pieces that can be carried and is whisked back to the barrow rat's nest and stored for later consumption ou fed to the newborn barrow rats.
Barrow rats are 15-inch long brownish-gray rats with long gray ou brown, hairless tails. Their underbellies are lighter in color than their fourrure often appearing white in some rare species, but usually appearing light brown ou slate. Some barrow rats have a dark brown ou black stripe on their dorsal side that runs the length of their body.
Barrow rats are not as numerous ou populous as their normal relatives and are generally only encountered near barrow mounds ou graveyards. Most encounters are at night as the rats sleep in underground burrows during daylight hours. A typical barrow rat nest holds 10-40 of the creatures with an additional 10-40 noncombatant young. One ou two males dominate the nest. Typically there are two ou three females that dominate the colony, but remain subordinate to the dominate male(s). Young are born live and a female typically gives birth to 3d8 young. The typical gestation period for a barrow rat is 1 mois and young reach maturity in 3 months. Young are born blind and hairless and are completely dependent on their mother for several days thereafter. Young open their eyes around 20 days and the mother weans her young after about one month. Young barrow rats gain the stone skin ability at 30 days after birth.
This bald, long-bearded dwarf has dull gray skin, low arching brows, and eyes that seem to absorb rather than reflect the light.
Duergar CR 1/3
XP 135
Duergar warrior 1
LE Medium humanoid (dwarf)
Init –1; Senses darkvision 120 ft; Perception +1
DEFENSEAC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
hp 7 (1d10+2)
Fort +4, Ref –1, Will +1; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
OFFENSESpeed 20 ft.
Melee warhammer +3 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19–20)
Spell-Like Abilities (CL 3rd)
1/day—enlarge person (self only), invisibility (self only)
STATISTICSStr 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
Base Atk +1; CMB +2; CMD 11
Feats Weapon Focus (warhammer)
Skills Intimidate +1, Stealth –3; Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Duergar CR 1/3
XP 135
Duergar warrior 1
LE Medium humanoid (dwarf)
Init –1; Senses darkvision 120 ft; Perception +1
DEFENSEAC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
hp 7 (1d10+2)
Fort +4, Ref –1, Will +1; +2 vs. spells
Immune paralysis, phantasms, poison
Weaknesses light sensitivity
OFFENSESpeed 20 ft.
Melee warhammer +3 (1d8+1/×3)
Ranged light crossbow +0 (1d8/19–20)
Spell-Like Abilities (CL 3rd)
1/day—enlarge person (self only), invisibility (self only)
STATISTICSStr 12, Dex 9, Con 15, Int 10, Wis 13, Cha 4
Base Atk +1; CMB +2; CMD 11
Feats Weapon Focus (warhammer)
Skills Intimidate +1, Stealth –3; Racial Modifiers +2 Perception relating to stonework, +4 Stealth
Languages Common, Dwarven, Undercommon
SQ slow and steady, stability
Covered in a thick manteau of wool, this placid animal has docile eyes as it forages contentedly.
mouton, moutons CR 1/4
XP 100
N Medium animal
Init +1; Senses low-light vision; Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee bite +1 (1d6)
STATISTICS
Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
ECOLOGY
Environment temperate hills, mountains and plains
Organization flock (5–50 mouton, moutons plus 1 ram per 10 adults and (2–20 lambs)
Treasure none
The statistics here describe the common sheep. mouton, moutons generally flee from danger and avoid combat if possible. If cornered, they attack par biting.
mouton, moutons CR 1/4
XP 100
N Medium animal
Init +1; Senses low-light vision; Perception +8
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 30 ft.
Melee bite +1 (1d6)
STATISTICS
Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8
ECOLOGY
Environment temperate hills, mountains and plains
Organization flock (5–50 mouton, moutons plus 1 ram per 10 adults and (2–20 lambs)
Treasure none
The statistics here describe the common sheep. mouton, moutons generally flee from danger and avoid combat if possible. If cornered, they attack par biting.
CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
l’espace 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
ECOLOGY
Environment any temperate
Organization solitary, pair, nest (3–12), ou plague (13–100)
Treasure none
Fecund and secretive, rats are omnivorous rodents that particularly thrive in urban areas.
Otter
CR 1/4
XP 100
N Tiny animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +5 (1d3-4)
l’espace 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +10
SPECIAL ABILITIES
Familiar
The master of an loutre familiar gains a +3 bonus on Swim checks.
ECOLOGY
Environment any water
Organization solitary ou family (2-16)
Treasure none
Otters are curious and playful, and enjoy investigating new objects, sliding down wet rocks, and other simple games.
CR 1/4
XP 100
N Tiny animal
Init +3; Senses low-light vision; Perception +1
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE
Speed 20 ft., swim 30 ft.
Melee bite +5 (1d3-4)
l’espace 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +10
SPECIAL ABILITIES
Familiar
The master of an loutre familiar gains a +3 bonus on Swim checks.
ECOLOGY
Environment any water
Organization solitary ou family (2-16)
Treasure none
Otters are curious and playful, and enjoy investigating new objects, sliding down wet rocks, and other simple games.
Cat
CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
l’espace 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SPECIAL ABILITIES
Familiar
The master of a cat familiar gains a +3 bonus on Stealth checks.
ECOLOGY
Environment temperate and hot plains ou urban
Organization solitary, pair, ou pack (3–12)
Treasure none
chats typically weigh 5–15 pounds when fully grown.
CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
l’espace 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth
SPECIAL ABILITIES
Familiar
The master of a cat familiar gains a +3 bonus on Stealth checks.
ECOLOGY
Environment temperate and hot plains ou urban
Organization solitary, pair, ou pack (3–12)
Treasure none
chats typically weigh 5–15 pounds when fully grown.