Swarm, Rat
Tiny Animal (Swarm) — CR 2
Swarm, Rat is a D&D 3.5 monster from MM, p. 239. CR 2, HD 4d8 (13 hp).
- Hit Dice
- 4d8 (13 hp)
- Initiative
- +2
- Speed
- Land 15 ft
- Armor Class
- 14, touch 14, flat-footed 12
- Base Attack / Grapple
- +3
- Attack
- Swarm (146 plus disease)
- Full Attack
- Swarm (146 plus disease)
- STR
- 2
- DEX
- 15
- CON
- 10
- INT
- 2
- WIS
- 12
- CHA
- 2
- Fort / Ref / Will
- +4 / +6 / +2
- Challenge Rating
- 2
- Alignment
- Always Neutral
- Organization
- Solitary, pack (2–4 swarms), or infestation (7–12 swarms)
- Treasure
- None
- Environment
- Any
- Level Adjustment
- —
Special Abilities
Feats
A squirming, squeaking horde of feral rats surges closer, teeth glistening in their slowering jaws.
Description
Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. While a single cloud of locusts might actually be hundreds of feet across, for game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic hordes of bats or locusts are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature.
Many different creatures can mass as swarms; bat swarms, centipede swarms, hellwasp swarms, locust swarms, rat swarms, and spider swarms are described here. The swarm’s type varies with the nature of the component creature (most are animals or vermin), but all swarms have the swarm subtype.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous.
A rat swarm is a mass of teeming, famished, disease-ridden rats. A swarm is composed of individuals very much like the rat described on page 278, but in such great numbers, rats can become implacable hunters capable of killing a human with hundreds of bites.
A rat swarm sometimes can be found in the sewers and foundations of human cities.
Combat
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.
Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures (for example, a bat swarm can squeeze through a space that a Tiny creature could squeeze through).
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Disease (Ex): Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm 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.
Vulnerabilities of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows:
- A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
- A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
- A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.