2019-12-15

Monster: Ratzilla

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Ratzilla

An enormous, many-headed rat, the size of a small barn. Its heads are disproportionally small for its size, and hundreds, if not thousands of even smaller rats crawl over its massive body.


CR 14; XP 38,400
N Gargantuan Magical Beast
Init +10; Senses darkvision 120 ft., low-light vision, scent; Perception +30
Aura all-consuming swarm (1000 ft.)

Defense

AC 25, touch 13, flat-footed 18 (+5 deflection, +8 Dex, +10 natural, –4 size)
hp 202 (15d10+120)
Fort +17, Ref +17, Will +12
Defensive Abilities all-around vision, swarming hide; Immune disease

Offense
Speed 40 ft., climb 40 ft., swim 40 ft.
Melee 4 bites +22 (2d4+11 plus disease, 18–20/×2)
Space 20 ft.; Reach 10 ft.
Special Attacks critical effects, piercing bite
Spell-Like Abilities (CL 20th; concentration +25)
Constant—greater magic fang, shield of faith

Statistics
Str 22, Dex 26, Con 26, Int 2, Wis 25, Cha 15
Base Atk +15; CMB +25; CMD 41 (45 vs. trip)
Feats Bleeding Critical, Blind-Fight, Blinding Critical, Combat Reflexes, Critical Focus, Improved Initiative, Sickening Critical, Staggering Critical
Skills Acrobatics +14 (+18 leaping), Climb +14, Perception +30, Stealth +24, Swim +14; Racial Modifiers +10 Perception, +30 Stealth
SQ compression

Ecology
Environment ruins, underground
Organization solitary, usually accompanied by a significant number of dire rats and rat swarms
Treasure standard

Special Abilities


All-Consuming Swarm (Su) A ratzilla mere presence empowers nearby rats and rat-like beings, granting them insight bonus to attack rolls, weapon damage rolls (including swarm damage), saving throws, skill checks, and AC, equal to 11–their CR (minimum +1). Ratzilla can communicate telepathically with rats, coordinating their attacks with a predatory cunning.

Critical Effects (Ex) A ratzilla's array of critical feats allows it to produce one of the following effects on each critical: a stacking 2d6 bleed, permanent blindness (dazzled for 1d4+1 rounds on Fort DC 25 instead), sickened for 1 minute, or staggered for 1d4+1 rounds (Fort DC 25 reduces to 1 round).

Disease (Ex) Consuming filth fever: Bite—injury; save Fort DC 25; onset 1d3 hours; frequency 1/hour; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Piercing Bite (Su) Ratzilla's bites pierce damage reduction and suspend regeneration as if they were adamantine, chaotic, cold iron, evil, good, lawful, and silver weapon. They ignore 5 points of DR/— and 10 points of hardness, and have a natural critical range of 18–20.

Swarming Hide (Ex) Multitude of rats constantly swarms over the ratzilla body. Any special effect that requires a touch attack roll has a 50% chance of hitting one of the rats instead of the ratzilla. Full-strength physical attacks are not blocked by this ability, as they simply squash the rat and go through to affect the ratzilla, though the ratzilla gains 2d6 temporary hit points at the start of its turn that last until the beginning of its following turn.


"Good Sir, we have a rat problem..."
"Bah! Don't bother me with such trivialities, stupid peasant! I have gone far past gathering dozens of damned rat tails for a few meager coppers! Go find yourself  some raggamuffins desperate for such lowly work!"
"But Sir..."
"I said go away... Wait... Why is the inn shaking?!"
"That's the rat we have problem with, Sir."


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