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Rat Swarm - CR: 2
SpeciesRat
SizeTiny
TypeAnimal (Swarm)
Hit Dice4d8 (31 hp)
Speed15 ft; Climb 15 ft.
AbilitiesStr 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Special Qualities1/2 Damage from Slashing and Piercing, Low-light Vision, Scent, Swarm Traits
EnvironmentAny
OrganizationSolitary, pack (2-4 swarms) or infestation (7-12 swarms)
TreasureNone
AlignmentN
Advancement-
Level Adjustment-
Skills
Balance +10, Climb +10, Perception +6, Stealth +12, Swim +10

A rat swarm has a +4 racial bonus on Stealth checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A 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.

Feats
Alertness, Stealthy, Weapon Finesse
Combat
Initiative+2
Armor Class (AC)1 (35) [+3 base, +2 size, +2 dex]
Base Attack+15%/-
Full AttackBite Swarm +25% (max Medium)
Space/Reach10 ft./0 ft.
Special AttacksDisease, Distraction
SavesFort +4, Ref +6, Will +2
Description
Filth Fever (Ex): Swarm—injury; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Distraction (Ex): Any living creature that begins its turn with a rat swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Swarm Traits (Ex): Ignores Strength and Dexterity modifiers to OB and damage on Swarm Attacks, Immune to Crit multipliers, Immune to Flanking. Reducing a swarm to 0 hit points or lower causes it to break up. Immune to Stun and Instant Death effects. Cannot be tripped, grappled, or bull rushed, and cannot likewise make same attacks. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons.

Immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). Takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

When rendered unconscious by means of nonlethal damage, becomes disorganized and disperses, and does not reform until its hit points exceed its nonlethal damage.

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