Ash Rat

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Small Magical Beast (Fire)


Hit Dice: 1d10 (5 hp)

Initiative: +8

Speed: 40 ft., climb 20 ft.

AC: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12

Attacks: Bite +0 melee, or flame spit +6 ranged touch

Damage: Bite 1d4-2, flame spit 1d4 fire

Face/Reach: 5 ft. /5 ft.

Special Attacks: Flame spit, heat

Special Qualities: Darkvision 60 ft., fire heal, fire subtype, low-light vision, smoky hide

Saves: Fort +2, Ref +6, Will +1

Abilities: Str 6, Dex 18, Con 11, Int 2, Wis 13, Cha 3

Skills: Climb +14, Hide +9*, Move Silently +5

Feats: Improved Initiative

Climate/Terrain: Any warm land

Organization: Solitary, nest (10-40) or horde (41-60)

Challenge Rating: 1

Treasure: None

Alignment: Always chaotic neutral

Advancement: 2-3 HD (Small)

Level Adjustment: -

Spreading fires throughout towns, fields and forests, ash rats constitute a deadly menace to any civilized society. These little nomadic horrors are naturally drawn to large sources of flame; in fact, they get their nourishment from heat in a way that not even the sages understand. These creatures are so hot that they ignite any combustibles they touch.

An ash rat is a 2-foot-long rodent with orange eyes. It has the general shape of a rat, and its fur is black, gray, or brown. Its oversized front teeth are a dull yellow colour. An ash rat’s exact appearance is difficult for most onlookers to discern because it exudes a perpetual cloud of sooty smoke that hides it from view.


An ash rat normally flees from combat if possible. When cornered, it fights defensively, spitting fire at those who threaten it. Its heated body is painful to the touch, which prevents prudent foes from closing. Flame Spit (Su): Once per round, an ash rat can spit flames at one target up to 10 feet away. This attack deals 1d4 points of fire damage.

Heat (Ex): An ash rat’s body heat deals 1d2 points of fire damage to each creature (except another ash rat) that touches it. Any flammable item in contact with an ash rat must make a successful Reflex save (DC 10) or catch fire (see Catching on Fire in Chapter 3 of the Dungeon Master’s Guide). When an ash rat dies, its body burns away completely in 1 round.

Fire Heal (Ex): Fire and heat heal an ash rat’s wounds. For every round that the creature is exposed to flame or heat intense enough to deal at least 1 point of damage, the creature instead gains the benefit of a cure minor wounds spell (1 hit point healed). Two or more ash rats touching each other provide enough heat for fire healing.

Smoky Hide (Ex): An ash rat continually sheds smoke from its body. This smoky haze is so thick that it grants the creature one-half concealment (20% miss chance) and makes hiding easier (see Skills, below). Though it is difficult to see the ash rat because of the smoke rising from its body, the smoke itself is visible, if the area has sufficient light by which to see it. Skills: An ash rat uses its Dexterity modifier instead of its Strength modifier for Climb checks. *In smoky or foggy areas, an ash rat gains a +8 bonus on Hide checks.