Rats are various small sized, long-tailed rodents. Rats are typically distinguished from mice by their size. Male rats are called "bucks"; unmated females, "does", pregnant or parent females, "dams"; and infants, "kittens" or "pups". A swarm or group of rats is referred to as a "mischief". The common species are opportunistic survivors and often live with and near humans; therefore, they are known as commensals. They may cause substantial food losses as the spoil food with their presence. Rats are omnivorous, capable of eating a wide range of plant and animal foods, and have a very high birth rate. When introduced to a new area, they quickly reproduce to take advantage of the new food supply. Rats a known to be carriers of disease and although these are commonly due to parasites carried by the rats, in uncommon cases, diseases can be contracted via rat bite.
Large. Large rats, sometimes called "giant rats" are simply larger members of the species.
Sumatran. These large rats are known for spending time in grave yards and operating around various undead. These rats have an evil bent and seek out ways to harm intruders into their domain.
Rat Swarms. Rarely common rats (hundreds) or large rats (at least 50) will swarm attacking as a carpet of biting rats doing 2d4 (or 2d6 in the case of giant/large rats) damage per round to all in the area (no attack rolls are necessary). Melee or missile attacks are ineffective but area attacks (flaming oil, spells) and fire attacks (torches) will damage the swarm (2 HD for normal rats or 4 HD if made of giant rats). Creatures damaged by a rat swarm will have a 15% chance to be introduced to a disease, checked at the end of the encounter. If the chance indicates the presence of disease, the victim must make a -2 save vs. Poison or contract a chronic, severe blood disease (save negates). See Adventures, Disease.
Environment. Sub-arctic (forest, rough, marsh); Temperate/sub-tropical, inhabited and/or patrolled areas (plain, scrub, forest, rough, hills, marsh); Underground
Disease. Any individual rat that bites a target with a natural 20 on the attack roll means the victim must make a -2 save vs. Poison or contract a chronic, severe blood disease (save negates). See Adventures, Disease.
Neutral Small Animal (mammal) (6-in. to 14-inches long w/out the tail)
FREQUENCY: Common
NO. APPEARING: 1-100
SURPRISE: 33%
SENSES: night vision
ARMOR CLASS: 7
SPEED: 150 ft.; climb 20 ft.; swim 60 ft.
HIT DICE: ¼ (hp 1)
% IN LAIR: 10%
TREASURE TYPE: nil
ATTACK AC 0: 20*
MELEE: bite (1) plus disease
SPECIAL ATTACKS: disease; Hits As: normal
SPECIAL DEFENSES: none
WEAKNESS: shuns fire, tiny (-1 to attack rolls and saves)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal (1)
MORALE: +0%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LEVEL: I (XP 8 or 7+1 per h.p.)
Neutral Small Animal (mammal) (1 ft. to 2 ft. long without the tail)
FREQUENCY: Common
NO. APPEARING: 5-50 (I. 5d4; II. 6d4)
SURPRISE: 33%
SENSES: night vision
ARMOR CLASS: 7
MOVE: 120 ft.; burrow 10 ft.; climb 20 ft.; swim 60 ft.
HIT DICE: ½ (hp 2)
% IN LAIR: 10%
TREASURE TYPE: C
ATTACK AC 0: 20*
MELEE: bite (1d3) plus disease
SPECIAL ATTACKS: disease; Hits As: normal
SPECIAL DEFENSES: none
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi- (2-4)
MORALE: +0%
SAVES: Poison 16, Petrify 17, Wand 18, Breath 20, Spell 19
LEVEL: I (XP 9 or 7+1 per h.p.)