
| 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.
| 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).
| 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.