Awakened Neverwhere Rat Aristrocrat 5
Tiny Magical Beast
Hit Dice: 2d10+2 + 5d8+10 (45 hp)
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +4/-8
Attack: Bite +8 melee (1d3–4)
Full Attack: Bite +8 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Dark cunning, forgotten, low-light vision, resistance to disease, scent, unveiled sight
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 3, Dex 15, Con 12, Int 16, Wis 14, Cha 6
Skills: Balance +15, Climb +16, Hide +20, Knowledge (Architecture) +15, Knowledge (Dungeoneering) +15, Knowledge (Local) +15, Listen +10, Move Silently +13, Sense Motive +6, Spot +10, Survival +12, Swim +15
Feats: Blindfight(B), Darkstalker
, Quick Reconnoiter
, Stealthy, Weapon FinesseB
Challenge Rating: 5
Alignment: True Neutral
Advancement: By character class
This appears much as any rat, though it extraordinarily large, and its pelt is cleaner and its eyes bright with a piercing intellect.
Lord Rat speaks their own personal tongue.
Lord Rat prefers not to fight, but to stalk and spy, hiring larger neverwhere beings to do battle.
Dark Cunning (Ex):
A neverwhere rat's natural proclivity for twists and turns prevents it from ever becoming lost.
: To creatures who live anywhere but in Underground enviroments the rat is considered invisible and inaudible to creatures. They cannot even detect its presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere rat's location by any means short of True Seeing.
They remain unaware of the rat's actions, provided the it does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If it attacks a non-neverwhere creature the effect ends.
If the neverwhere rat takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices it.
Reguardless of the rat's actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being.
A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.
Resistant to Disease (Ex):
A neverwhere rat gains immunity to Blinding Sickness and Filfth Fever. It also gains a +4 racial bonus to checks against all diseases.
Unveiled Sight (Ex):
Three times per day a neverwhere rat may see things as they truley are as if it had cast True Seeing. As well, a neverwhere rat who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. It gains a +6 racial bonus to this check.
Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A rat 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.