Introduction Races Classes Skills & Feats Equipment Monsters Adventures

Monsters of Vermin

Spiders

Hit Dice: 3d12 + 3 (21 hp)
Initiative: +3 (Dex)
Speed: 30 inches on the ground, 45 inches in web
AC: 17 (+3 Dex, +4 natural)
Attacks: Bite +6 melee, webbing +3 missile
Damage: Bite 1d8+1 + (poison), webbing special
Face/Reach: 10 in by 10 in/5 in
Special Qualities Darkvision 60 ft, webbing
Saves Ref +6, Fort +3, Will +2
Abilities Str 13, Dex 16, Con 13, Int 6, Wis 10, Cha 12
Skills Hide +6, Move Silently +6, Sense +3
Feats None
Climate/Terrain City - alleys, ceilings, sewers
Organization Solitary, rarely group (3-5)
Challenge Rating 5
Treasure None
Alignment Neutral
Advancement Range 4-6 Hd (large), 7-10 Hd (huge)

Spiders are the bane of smaller vermin--they love to catch them in their web and save them for delectable eating later. Roaches especially need beware this alley predator. Spiders prefer to wait within their webs, which they string over dark streets, hoping to catch something. The web is DC 13 to see with Sense, and characters who become caught in it can escape by taking one round and making a Strength check versus DC 15.

The spider has two special attacks. It can shoot webs from its anus, which requires it to be facing away from the target. If the spider makes a successful hit, the victim gets a Reflex save versus DC 15. If successful, the web has only partially caught the victim, and the character must spend one round chewing/clawing/hacking his way out. If the save is failed, the webbing has caught the victim full-on, and it requires a Strength check versus DC 20 to escape. The spider can pull the character closer via the web at a rate of 20 inches while trapped.

The spider's poison is a sedative. If bitten, the victim need make a Fortitude save versus DC 15 or fall into a deep sleep.

Dog

Hit Dice: 8d12 + 16 (64 hp)
Initiative: +0
Speed: 90 inches
AC: 10 (+2 natural, -2 size)
Attacks: Bite +7 melee, claw +7 melee
Damage: Bite 1d12 + 2, claw 1d10 + 2
Face/Reach: 36 in by 24 in/24 in
Special Qualities
Saves Ref +4, Fort +10, Will +4
Abilities Str 16, Dex 10, Con 15, Int 4, Wis 6, Cha 14
Skills Sense +10 (scent), Intimidate +10
Feats None
Climate/Terrain City
Organization Solitary or group (2-5)
Challenge Rating 8
Treasure None
Alignment Neutral
Advancement Range 9-12 Hd (huge), 13-15 Hd (immense)

Dogs are a man's best friend--and never a vermin's. These relatively stupid animals aren't too hard to get along with and tend to ignore you, unless they're on some sort of crazed whim, which they often are. Look out for the little thin ones in particular--they are sometimes trained as rat hunters and can snake their snouts into all sorts of crevices.

Snake

Hit Dice: 3d8 (12 hp)
Initiative: +2 (Dex)
Speed: 30 in (or more)
AC: 14 (+2 natural, +2 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d6 + poison (optional)
Face/Reach: 30 in by 6 in/3 in
Special Qualities Poison
Saves Ref +5, Fort +1, Will +3
Abilities Str 10, Dex 16, Con 10, Int 14, Wis 14, Cha 17
Skills Sense +5, Diplomacy +6, Bluff +6, Intimidate +6, Move Silently +4, Hide +5
Feats None
Climate/Terrain City
Organization Solitary
Challenge Rating 3 (or more)
Treasure None
Alignment Neutral
Advancement Range 4-7 HD (large), 8-15 HD (huge), increased poison, Tricks

These charismatic serpents will invite you to dinner and serve you. They come in all sizes and varieties, from the innocuous garden snake to grand serpents that can crush vermin with a squeeze. Too many vermin have been tricked by their sly words (or arcane Tricks for the larger varieties)--wise vermin will remember their treachery, selling out the vermin to the Owls many years ago. They have a special grudge in their heart since then--they were once the grand kings of the vermin kingdom until they were banished for their treachery, Avoid at all costs.

Snake poison comes in several varieties. For all of them, the saving throw is 10 + the number of Hit Dice of the serpent. The most common variety is damaging. A snake has a number of doses of venom equal to his Hit Dice. He can use these all at once, or one by one, or in multiple doses. Each dose requires a saving throw and does 1d8 damage (save for half).

Men (template)

Hit Dice: 10x standard d20 System human hit points by class
Initiative: +0 (size)
Speed: 120 in
AC: 6 (-4 size), possible plus for armor
Attacks: Stomp +2 melee + others at -4 for size
Damage: Stomp 2d12+2
Face/Reach: 30in by 30in/66in
Special Qualities Big as life, smart
Saves By class (+8 versus vermin magic)
Abilities Variable
Skills By class
Feats None
Climate/Terrain Everywhere
Organization Mob
Challenge Rating Really high - probably won't happen.
Treasure None
Alignment
Advancement Range Infinite

Humans--the bane of a vermin's existence. Huge and swarthy, smelly and brutish, you'll never take one down. They are a danger to be lived with. A young vermin with bravery is, politely, a dead vermin.