Ethereal Rat

This creature is a large grayish-black rat about 2 feet long.
 

Ethereal Rat (CR 2)

Small Magical Beast
Alignment: Neutral
Initiative: +1
Senses: Darkvision 60 feet, Low-Light Vision; Perception +6
  Speed: 20 feet, Climb 20 feet
Space: 5 feet
 

Defense

Armor Class: 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
Hit Points: 11 (2d10)
Saving Throws: Fort +3, Ref +4, Will +1
 

Offense

Melee: bite +4 (1d4-2 plus Ethereal poison)
Reach: 5 feet
  Special Attacks: Ethereal jaunt
 

Statistics

StrDexConIntWisCha
6 (-2) 13 (+1) 10 (+0) 2 (-4) 12 (+1) 2 (-4)
Base Attack Bonus: +2
CMB -2
CMD 9 (13 vs. Trip)
  Feats: Weapon Finesse
  Skills: Climb +6, Perception +6
  Languages:
 

Special Abilities

Ethereal Poison (Ex)

Bite-injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d4 Str, cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus. A victim that reaches Strength 0 from an ethereal rat's poisonous bite becomes ethereal (as if affected by the etherealness spell). The victim remains in this state until at least 1 point of Strength damage is healed.

Ethereal Jaunt (Su)

An ethereal rat can shift from the Ethereal to the Material Plane as a swift action and shift back again as a move action. The ability is otherwise identical with ethereal jaunt (caster level 15th).
 

Ecology

Environment: Underground
Organization: pack (6-11)
Treasure: none

  Ethereal rats, like normal rats, they can be found just about anywhere.
  They attack by biting a foe and then jumping to the Ethereal Plane. If badly wounded in battle an ethereal rat uses its ethereal jaunt ability to escape to the Ethereal Plane.
  Copyright Notice Author Scott Greene.

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