KING
Giant Rat

Giant Rat

Beast · no Crown (Mundane)

T1d4Minor

Verminous urban scourge, giant rats swarm sewers, their bites spreading filth and fever.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 9  ·  ATK +1  ·  Save DC 11  ·  Dmg 1 (flat)

AC99 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+1d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body12--
Mind8--
Sense12--
Heart8--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Keen Smell

Advantage on Cunning checks relying on smell

Passive

Pack Tactics

Advantage on attacks if ally is within 5 ft of target

Passive

Disease Carrier

Bite may transmit disease (Body save or contract filth fever)

Maneuvers

Maneuver

Bite

Standard attack.

Tactics

GM tactics

Swarms in packs. Uses Pack Tactics for advantage. Flees individually but dangerous in numbers.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.