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Masterwork Monsters: Rats in the Walls

Masterwork Monsters: Rats in the Walls


Dire rats and wererats make good d20 Fantasy
adversaries, both because of the strong reactions
they provoke from people and because the
evocative (and often disgusting) locations in
which they are often found are interesting places
to fight. This ensures that rats and rat-creatures
are among the first dangers faced by many
adventures at the beginning of their careers, with
dire rats occurring often enough that they seem
like the animal equivalent of the kobold and
rabid rat swarms serving as a believable
encounter in most environments.
As the adventurers advance in levels they
often get their first taste of lycanthrope enemies
when facing wererats, whose diseased bite is far
more dangerous than the filth fever carried by
their more mundane cousins. A favorite of many
GM’s because of the locations they favor for Requires the use of the Dungeons & Dragons, Third
their lairs, wererats often serve as a devious and Edition Core Books, published by Wizards of the
disgusting underbelly to urban adventures. Yet Coast, Inc.
after this rats almost seem to fade away,
forgotten in the mass of monsters that are Dungeons & Dragons and Wizards of the Coast are
available as opponents for high-level trademarks of Wizards of the Coast, Inc. in the United
States and other countries and are used with
adventurers. permission.
From new options such as the deadly tail
fighting feat, the crippling curse of gutgnaw or 'd20 System' and the 'd20 System' logo are trademarks
the supernatural powers of the Rattenkonig, Rats of Wizards of the Coast, Inc. and are used according to
in the Walls offers all the tools you need to give the terms of the d20 System License version 6.0. A
rats and their kin a starring role in your copy of this License can be found at
www.wizards.com/d20.
campaign.

Design Assumptions
The material presented here reflects the following assumptions about rats and rat-like creatures:
• Rats in d20 fantasy games are generally associated with evil, darkness and disease.
• While western mythology has often used rats as a symbol for low and selfish behavior, they have taken on
slightly different roles in other cultures. Hindu myth associates the rat with cunning and foresight, while
Egyptian mythology uses them as a symbol of destruction.
• Historically rats have been responsible for plague and great devastation, with their prominent role in spreading
the black plague cementing their association with filth and disease.
• Although legends of lycanthropy are common, there are few if any where the victim transforms into rat: in
folklore, transformation into the form of a rat was usually the result of a specific curse or spell. This negative
association ensures that wererats are commonly associated with the same concepts as normal rats, and are often
found to lurk in sewers.
• New material for rats and rat-like creatures should reflect and enhance the mythological and historical
associations of rat, in addition to providing new ways for rats and wererats to remain viable opponents at higher
levels

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Masterwork Monsters: Rats in the Walls

Secrets of the Rat: Feats


The following feats are designed to give rats and You do not lose the ability to transmit poison
rat-like creatures more options and powers, or disease through your bite while using this
reinforcing their stealthy, elusive nature and feat. Creatures capable of making attacks with
their connection with infection, destruction and their bite and a melee weapon may attack with
raw cunning. both weapons as normal, and could potentially
This section also contains a number of feats force opponents to make two different saving
originally designed for wererats that may be of throws in the same round.
interest to other forms of lycanthrope. If you have a natural attack other than a bite,
you can contaminate that attack instead of a
Burrowing Bite weapon.
You can gnaw through most nonliving materials.
Pre-requisites: Must have a natural bite Curse Carrier
attack You can replenish your strength from the ranks
Effects: When you ignore the hardness of of your enemies.
any non-living, inanimate object with a hardness Prerequisites: Must be an afflicted
of 5 or less while making a bite attack. lycanthrope
Benefit: Your bite attack in animal and
Contaminate Attack hybrid forms carries the curse of lycanthropy.
You can contaminate a weapon with the disease Normal: Only natural lycanthropes can pass
or poison from your bite. on the curse of lycanthropy.
Prerequisites: Int 7, must have a natural bite
attack that carries poison or disease as a Hybrid Climbing
supernatural or extraordinary ability Your ability to climb in animal form carries over
Benefit: You can coat any slashing or piecing to your hybrid form.
weapon with your saliva, allowing it to poison or Pre-requisites: Must be a lycanthrope with
infect the target of your attack just as if you had an animal form that has a Climb speed.
bitten them. Effects: When in hybrid form, you have a
Coating a melee weapon or single piece of Climb Speed equal to your Climb speed in
ammunition is a standard action that draws an animal form.
attack of opportunity. A contaminated weapon Normal: A lycanthrope can only use its
retains its coating of spittle until it is used to Climb speed while in animal form.
make a successful attack, the spittle is wiped off,
or two rounds have passed since the weapon was Hybrid Speed
last licked. Your hybrid form gains some of the speed of
Subjects hit by a contaminated weapon must your animal form.
make a saving throw against poison or disease Pre-requisites: Must be a lycanthrope with a
(as applicable) just as if you had bitten them. higher base speed in animal form than in hybrid
Special: You can only contaminate your form.
weapon with one special attack at a time, even if Effects: You gain a 10 foot increase to your
your bite is capable of inflicting poison and base speed while in hybrid form, however your
disease. You may choose with which special base speed in this form cannot exceed your base
attack the weapon is contaminated each time you speed in animal form.
use this ability.

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Masterwork Monsters: Rats in the Walls
Special: You may take this feat multiple addition, add +1 to the ability damage inflicted
times. Its effects stack. by the disease. This bonus applies to each type
of ability damage. For instance, if your disease
Improved Tail Fighting inflicted 1d3 Dexterity and Wisdom damage,
You have improved your ability to wield then with this feat it would inflict 1d3+1 damage
weapons with your tail. to both abilities.
Pre-requisites: Dex 17, Int 11, base attack
bonus +6, Tail Fighting, must possess a tail at Regenerative Lycanthropy
least half as long as your body Normal weapons cannot permanently kill you.
Effects: You no longer suffer a -2 penalty on Pre-requisites: Must be a lycanthrope
your attacks when you make an extra attack with Effects: You gain Regeneration 2. Silver and
a weapon held in your tail. fire inflict lethal damage on you.
Special: A fighter may select Improved Tail Special: You may take this feat multiple
Fighting as one of his fighter bonus feats. times. Each time you take it, your regeneration
rate increases by 2.
Mighty Tail Fighting
Constant training in the techniques of tail Sewer Rat
fighting have made your tail as deadly as your You have spent all your life in the sewers.
hands. Pre-requisites: Con 11
Pre-requisites: Str 13, Dex 17, Int 7, base Effects: Your body has grown used to living in
attack bonus +6, Tail Fighting, must possess a filth and squalor. You gain a +2 bonus to
tail at least half as long as your body Fortitude saves to resist diseases and poisons.
Effects: You are able to wield one-handed In addition, the stench of the sewers clings to
melee weapons with your tail, rather than only your body. Any creature which moves within 5
light melee weapons. Additionally, you gain feet of you must make a Fortitude save (DC 10 +
your full Strength bonus to damage on attacks 1/2 your hit dice + your Constitution modifier)
with weapons held in your tail. of be sickened for 2 rounds. Creatures that
Special: A fighter may select Mighty Tail successfully save cannot be affected by your
Fighting as one of his fighter bonus feats. stench for 24 hours.
A delay poison or neutralize poison spell
Nose for Danger removes the effect from the sickened creature.
You can scent opponents at a greater distance. Creatures with immunity to poison are
Pre-requisites: Scent special ability unaffected, and creatures resistant to poison
Effects: The base range at which you can receive their normal bonus on their saving
detect an opponent increases to 40 feet (80 feet throws.
when downwind, 20 feet when upwind). Special: If a creature with Scent attempts to
Additionally, the range at which you can track you, they gain a +2 bonus to their Survival
pinpoint an opponent's location via scent checks due to your strong odor.
increases to 15 feet. You take a –4 penalty to all Charisma checks
when interacting with creatures that may be
offended by your stench.
Plaguebearer Your stench does not affect your own scent
You carry a more virulent strain of disease than
ability, if any. You are used to the smell and can
is normal for one of your species.
tune it out.
Pre-requisites: Must have a disease special
attack
Effects: Add +1 to the DC of all saving
throws against your disease special attack. In

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Masterwork Monsters: Rats in the Walls
Tail Fighting Trapped Rat
You have learned to wield weapons with your You fight with all the ferocity of a trapped rat.
tail. Pre-requisites: Base Attack Bonus +1
Pre-requisites: Dex 15, Int 7, base attack Effects: You gain a +2 morale bonus to
bonus +1, must possess a tail at least half as long attack and damage rolls when every square
as your body adjacent to you is occupied by either an
Effects: You are able to wield a light melee opponent, or an impassable object such as a
weapon in your tail. This allows you to make wall.
one extra attack in a round at your highest base Special: If you have a fly speed or burrow
attack bonus, but this attack takes a –2 penalty, speed, you only gain the morale bonus if you are
as does every other attack you make that round. somehow blocked from using these abilities to
You get only half your normal Strength escape (such as if there is a ceiling in the way, or
bonus to damage, if any, on attacks with this the ground is too hard for you to burrow
weapon. through).
Special: The extra attack from this feat stacks
with the extra attacks from two weapon fighting Water Rat
feats, the monk's flurry of blows, and similar You are as at home in the water as on land.
abilities. Pre-requisites: Racial bonus to Swim checks
A fighter may select Tail Fighting as one of of +8 or better
his fighter bonus feats. Effects: You gain a swim speed equal to one
half your normal speed. You can always choose
to take 10 on a Swim check, even if distracted or
Tail Blades endangered. You can use the run action while
swimming, provided you swim in a straight line.
Popular with certain bands of Ikrikit and
Wererat assassins, these weapons are dagger
or spear-like blades fitted with clasps that are
designed to fasten around the creature's tail.
Tail Blades come in two sizes. The lesser
tail blade is a light weapon while the greater
tail blade is a one-handed weapon. Both are
simple weapons for creatures with the Tail
Fighting feat, but should be considered as
improvised weapons for all other creatures.
Due to the fact that they are physically
clasped onto the wielder, tail blades gain a
+4 bonus to checks made to resist disarm
attempts.

Type of Tail Blade Lesser Greater


Cost 7 gp 15 gp
Damage (Small) 1d3 1d4
Damage (Medium) 1d4 1d6
Critical 20/x2 20/x2
Weight 1 lb. 2 lbs.
Damage Type Slashing or Piercing

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Masterwork Monsters: Rats in the Walls

Secrets of the Rat: New Creatures


Although wererats and dire rats are well known black cloak and hood does not entirely conceal
dangers in most campaign worlds, there are its whiskered, snout-like face nor the tufts of
other rat-like creatures who might also challenge thick brown fur on its arms. Its long, hairless
your adventurers. Two of these are described tail trails on the ground behind it, and is capped
below. with a sharp steel spike.

Ikrikit Ikrikit are a race of ratfolk who lurk in the


1st level Warrior sewers and slums of large cities, living off the
Medium Humanoid waste generated by more industrious races as
well as whatever they happen to steal. They
Hit Dice: 1d8 (4 hp)
usually follow Gasharak the Rat God, whose
Initiative: +2
teachings tell that the ikrikit are his chosen folk,
Speed: 40 ft. (8 squares)
blessed to live off the efforts of lesser races.
Armor Class: 15 (+2 Dex, +2 leather armor,
Ikrikit plans and schemes reflect this belief: they
+1 light wooden shield), touch 12, flat-
do not seek the destruction of the cities above
footed 13
them, for that would deprive them of what they
Base Attack/Grapple: +1/+2 consider their 'workers'. Instead they seek to
Attack: Shortspear +2 melee (1d6+1) or Bite corrupt those in power so that more wealth will
+2 melee (1d4+1) or light crossbow +3 come to them.
ranged (1d8, 19-20/x2) Looking much like an over-sized dire rat that
Full Attack: Shortspear +0 melee (1d6+1) has learned to walk on its hind legs, an adult
and lesser tail blade +0 melee (1d4) and ikrikit stands roughly 4-1/2 to 5 feet tall and
bite -5 melee (1d4); or light crossbow +3 weighs 90 to 100 pounds. Their eyes are usually
ranged (1d8, 19-20/x2) red or yellow in color, and they have a narrow
Space/Reach: 5 ft./5 ft. and cunning gaze. Ikrikit are covered in bristly
Special Attacks: — fur, usually black though sometimes drifting
Special Qualities: Darkvision 60 ft. toward red-brown. They wear clothing of dark
Saves: Fort +2, Ref +2, Will -1 leather, and favor long, hooded black cloaks that
Abilities: Str 12, Dex 15, Con 11, Int 10, Wis conceal their inhuman appearance. Ikrikit put
9, Cha 8 great store in overheard secrets and snippets of
Skills: Climb +8, Jump +4, Swim +8 knowledge, and have adopted common as their
Feats: Tail Fighting, Trapped RatB native tongue.
Environment: Any urban Most ikrikit encountered outside their tribal
Organization: Solitary, gang (2–8), pack (4– nests are warriors or rogues; the information in
24) or cult (10-100). the statistics block is for a warrior of 1st level.
Challenge Rating: 1 Ikrikit leaders are usually clerics or
Treasure: Standard cleric/rogues.
Alignment: Usually neutral evil
Advancement: By character class Combat
Level Adjustment: +1 Ikrikit like to attack from ambush, preferably
with an advantage in numbers. They favor sites
This hunch-backed humanoid might be nearly that will allow them to attack from several
six-feet tall if it stood fully upright. A ragged directions, since their numbers often include a

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rogue or two who will benefit from the flanking Rattenkonig
opportunities. Large Magical Beast (Psionic)
Ikrikit who find themselves overmatched flee Hit Dice: 6d10+12 (45 hp)
if possible and attempt to surrender if not. They
Initiative: +2
will make any promise necessary to coax mercy
Speed: 10 ft. (2 squares)
out of their captors, though they do not intend to
Armor Class: 8 (-1 size, -2 Dex, +1 natural),
honor any undertaking they make. Despite their
touch 7, flat-footed 8
generally craven nature, an ikrikit who is
trapped with no hope of surrender fights with Base Attack/Grapple: +6/+11
surprising ferocity. Attack: Bite +6 melee (1d4 plus disease)
Skills: Ikrikit have a +4 racial bonus on Full Attack: 6 Bites +6 melee (1d4 plus
Climb and Swim checks. disease)
Challenge Rating: Ikrikit with levels in NPC Space/Reach: 10 ft./5 ft.
classes have a CR equal to their character level. Special Attacks: Disease, psi-like abilities
Special Qualities: Low-light vision, multi-
mind, rat lord, rat-rider, scent
Ikrikit As Characters Saves: Fort +7, Ref +3, Will +6
Ikrikit characters possess the following racial
Abilities: Str 12, Dex 7, Con 14, Int 8, Wis
traits.
14, Cha 15
• +2 Dexterity. Skills: Concentration +11
• An ikrikit’s base land speed is 40 feet. Feats: Improved Initiative, Iron Will,
• Darkvision out to 60 feet. Plaguebearer
• +4 racial bonus on Climb and Swim.
Environment: Any
• Natural weapon: Bite (1d4). Organization: Rat Kingdom (1; plus 10-60
• Bonus feat: Trapped Rat. dire rats and 20-400 rats)
• Automatic Languages: Common. Bonus Challenge Rating: 4
Languages: Abyssal, Draconic, Goblin, Treasure: Half standard
Infernal. Alignment: Always chaotic evil
• Favored Class: Rogue. Advancement: 7-10 HD (Large); 11–20 HD
• Level Adjustment: +1 (Huge
Level Adjustment: —
The Ikrikit warrior presented here had the
following ability scores before racial This horrid-looking creature appears to consist
adjustments: Str 12, Dex 13, Con 11, Int 10, Wis of multiple dire rats that have grown into one
9, Cha 8. tangled mass of tails, furry bodies and burning,
maddened eyes. Flecks of foam drool from the
creature's many mouths as it utters a piercing
Ikrikit as a PC Race shriek that seems to cut into your very mind.
If you have a player who is interested in The rattenkonig are formed when the tails of
playing an Ikrikit, but doesn't want to take young dire rats become glued together by filth
the level adjustment, you can easily change and ordure while in the nest. The knots are
these creatures so they have a +0 Level pulled tighter when the rats attempt to extricate
Adjustment. Simply remove the +2 themselves, eventually fusing the creatures
Dexterity bonus from their racial features, together into a single mass. Usually such
and reduce their bite attack damage to 1d2. creatures perish due to their inability to forage
effectively, but a few experience a mental
merger alongside their physical bonding and
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Masterwork Monsters: Rats in the Walls
develop strange powers that allow them to creature perceives using its sight, hearing, taste,
control the actions of the other rats around them. and smell. It make any skill checks involving
They survive by using these lesser creatures as senses, such as Spot or Listen, as the subject,
their eyes, ears and paws, sending the rats out to and only within the subject’s field of view.
gather food and information. Once the rattenkonig has established a link
Rattenkonig are almost invariably insane, with an individual subject, the link persists even
having been driven mad by the unnatural merger if the subject moves out of the 200 foot range
of multiple minds and the terrible physical pain (but the link does not work across planes). The
that wracks their merged body. Usually this rattenkonig does not control the subject, but it
insanity manifests itself in small ways: a child or can communicate with it by means of this
pet of a local family might be attacked by a pack power.
of rats dispatched by the rattenkonig, for
instance, but sometimes they descend into Rattenkonig in Non-Psionic Campaigns
pathological violence, attempting to drive out Even if you don't use psionics in your
every non-rat that lives in 'their' kingdom. campaign, you can still use the rattenkonig.
Simply replace the creature's psi-like abilities
Combat and multi-mind ability with the following:
Rattenkonig are physically weak, with limited Multi-mind (Su): A rattenkonig has
ability to move. They can savagely bite any multiple physical brains that function as one
creature which gets too close, but are helpless to intelligence. This allows it to use one spell-
avoid the blows of a skilled warrior. They rely like ability per round as a free action, in
on their psionic abilities and legions of rat addition to any other actions it takes.
minions to keep their enemies at bay. Spell-Like Abilities: At will—detect magic,
Disease (Ex): Filth fever—bite, Fortitude DC daze monster (DC 14), detect thoughts (DC
16, incubation period 1d3 days, damage 1d3+1 14); 3/day—shout (DC 16); 1/day—
Dex and 1d3+1 Con. The save DC is confusion (DC 16), rage (DC 15), mage
Constitution-based, and the bonuses of the armor. Manifester level 7th. The save DCs
plaguebearer feat are included. are Charisma-based.
Multi-mind (Su): A rattenkonig has multiple
physical brains that function as one intelligence. Ikrikit and Rattenkonig
This allows it to manifest one psi-like ability per Occupying similar territories and having
round as a free action, in addition to any other some physical connection, it might be
actions it takes. thought that these two creatures would be
Psi-Like Abilities: At will—detect psionics, allies.
mind thrust (DC 13), read thoughts (DC 14); In fact, ikrikit and rattenkonig are usually
3/day—psionic blast (DC 15); 1/day— bitter enemies, competing for the same food
beastmind (DC 16), fight or flight (DC 14), sources and living environments. Ikrikit
inertial armor. Manifester level 7th. The save leaders are always suspicious of a
DCs are Charisma-based. rattenkonig's motives, knowing that the
Rat Lord (Ex): Rattenkonig can psychologically unstable creature could
communicate with any rat or dire rat within 200 launch an attack on them or the city above at
feet. They gain a +8 racial bonus on checks any time. Ikrikit view such attacks on the
when influencing the animal’s attitude. source of their wealth and food as reason to
Rat-rider (Su): At will, a rattenkonig can destroy the offending rattenkonig, and it is
link its senses with any rat or dire rat within 200 not uncommon for subterranean wars to be
feet. The target creature gets no saving throw. waged between the two creatures.
The rattenknig can perceive what the subject

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Masterwork Monsters: Rats in the Walls

Secrets of the Rat: Magic & Psionics


Wererats often use their lycanthropic powers to
mimic arcane or divine power, using them to Gasharak, the Great Rat
coerce gullible and power-hungry creatures into
following the wererat's directions. It is therefore Worshipped by the rat-like Ikrikit, Gasharak
somewhat ironic therefore that many genuine is a deity of trickery, theft and greed. His
spellcasters have dedicated time and effort into priests teach that it is the role of others to
researching spells that allow them to mimic the work and build, so that the true children of
powers of rats and wererats. Gasharak can live off their work. Cults to
Some of the most notorious spells and powers this selfish and spiteful deity often flourish
developed by these spellcasters are described in the slums and sewers of large cities, where
below. the Ikrikit have considerable influence. The
Ikrikit are not fussy about who worships
Rat Domain Gasharak (provided they respect the Ikrikit's
Granted Power: You gain rat empathy. This dominance of the cult) and readily accept
functions like a ranger's animal empathy ability cultists from other races.
except that it uses your cleric level and only Some cults of Gasharak are led by
affects rats or dire rats. Additionally, you gain a wererats, especially wererat rogues. In these
bonus feat chosen from any of the feats in this groups, infection with lycanthropy is often
book for which you meet the pre-requisites. viewed as a literal gift from the gods.
Gasharak is depicted by his followers as a
Rat Domain Spells giant dire rat or hybrid man-rat, covered in
1 Expeditious Retreat thick and spiky black fur and with red eyes.
2 Summon Swarm (Rat swarm only) His symbol is a rat's head. His alignment is
3 Hide of the Wererat neutral evil and his domains are Knowledge,
4 Ratbite Rats and Trickery.
5 Baleful Polymorph (turn into rat only)
You psychically re-route one creature's mind so
6 Curse of the Wererat
that its mental faculties become those of an
7 Gutgnaw
animal.
8 Plague of Rats The subject’s intelligence is reduced to 2 for
9 Moonrise the duration of the effect. They lose the power of
speech, and it cannot employ any supernatural
Beastmind special attacks, psionic powers or psi-like
Telepathy [Mind-Affecting] abilities it may possess. It also cannot use spells
Level: Psion/wilder 4 or spell-like abilities. The creature can make use
Display: Mental of any weapons it has in its hands at the time the
Manifesting Time: 1 standard action spell is cast, but it cannot draw new weapons or
Range: Medium (100 ft. + 10 ft./level) reload a ranged weapon.
Targets: One creature The target's mental state is not changed in
Duration: 1 minute/level (D) any other way: it retains the same basic moral
Saving Throw: Will negates and ethical code, personality, and loyalties it had
Power Resistance: Yes before the spell. A fighter afflicted by this
Power Points: 7 power would still fight to defend their friends,

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Masterwork Monsters: Rats in the Walls
for instance, and could still make use of any feat Manifesting Time: 1 standard action
that did not require an Intelligence of 3 or higher Range: Close (25 ft. + 5 ft./2 levels)
to utilize. Targets: One shaken, frightened or panicked
For the purposes of mind-affecting spells or creature per 3 manifester levels
powers, a creature under the effects of Duration: 1 round/level
beastmind is considered an animal, rather than a Saving Throw: Will negates
creature of its actual type. For all other spells Power Resistance: Yes
and powers, it retains its normal type. This can Power Points: 3
also suppress an existing mind-affecting effect.
For example, a fighter who is under a charm You tap into the primitive fight or flight reflex
person spell is subsequently subjected to that present in the subconscious mind of every
beastmind, the effects of the charm would be intelligent creature, re-routing the subject’s
suppressed for the duration of this spell. instinct to flee into an instinct to fight.
Each affected creature immediately loses any
Curse of the Wererat fear conditions from which they may be
Transmutation [Chaotic, Evil] suffering (shaken, frightened or panicked) and
Level: Sor/Wiz 7, Rat 6 additionally gains a +2 morale bonus to Strength
Components: V, S, F/DF and Constitution, a +1 morale bonus on Will
Casting Time: 1 hour saves, and a –2 penalty to AC. These effects are
Range: Touch otherwise identical to a barbarian’s rage, except
Target: One helpless or willing humanoid or that the subjects aren’t fatigued at the end of the
giant rage.
Duration: Instantaneous Augment: For every 2 additional power
Saving Throw: Will negates points you spend, this power can affect one
Spell Resistance: Yes additional target within range.

Originally developed by a wizard who had Gutgnaw


contracted lycanthropy and wished to spread his Transmutation [Evil, Fear, Mind-affecting]
curse as widely as possible, this foul spell allows Level: Sor/Wiz 7, Rat 7
you to afflict the target with the Curse of Components: V, S, M
Lycanthropy. An unwilling subject gets a Will Casting Time: 1 standard action
save to negate the effects. Range: Close (25 ft. + 5 ft./2 levels)
A character that fails (or foregoes) their Target: One living creature of large size or
saving throw immediately becomes an afflicted smaller which possesses an organ structure
wererat, exactly as if they had been infected by a Duration: Instantaneous
natural lycanthrope. Their alignment changes to Saving Throw: Will negates; see text
chaotic evil, and their attitude toward you Spell Resistance: Yes
improves to friendly (if it was neutral or worse)
or helpful (if it was already friendly). Gutgnaw is widely used by the clerics of
Curse of the Wererat can be removed in the Gasharak the Rat God, who favor it for the
same ways as normal lycanthropy. gruesome death it inflicts on those who
Arcane Focus: The pelt of a dire rat. challenge them and the salutary way it cows the
members of their cult into blind obedience.
Fight or Flight A creature targeted with gutgnaw must make
Telepathy [Mind-Affecting] a Will save to resist its effects. If they fail, you
Level: Psion/wilder 2, psychic warrior 2 transform several of their internal organs into
Display: Mental dire rats, which then chew and claw their way

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out of the victim's stomach and chest before You fill an area with a dim, pearly
returning to their original form. The target takes luminescence.
2d6 points of damage per caster level (to a Lycanthropes within the area of a moonrise
maximum of 40d6) in a gruesome and horrifying spell are subject to the following effects:
fashion. • Only weapons that are silver and magic can
Living creatures with a clear view of the penetrate their damage resistance, rather than
spell's effects (generally any creature within 30 any silver weapon.
feet, but more if they are actively watching the • Their attacks are considered to be both silver
victim) must make a Will save. Those who fail and magical weapons for the purposes of
are shaken for 2d4 minutes. This portion of the penetrating damage resistance.
spell is a mind-affecting fear effect. • Any afflicted lycanthrope must make a
Material Component: A few hairs or drops of Control Shape skill check each round to
blood from a dire rat. resist an involuntary change to their animal
form. The lycanthrope can choose to
Hide of the Wererat automatically fail this check if they wish.
Transmutation • Any injuries inflicted by an afflicted
Level: Sor/Wiz 4, Rat 3 lycanthrope carry the curse of lycanthropy,
Components: V, S, F exactly as if the afflicted lycanthrope was a
Casting Time: 1 standard action natural lycanthrope.
Range: Touch • Natural lycanthropes, and those afflicted
Target: Creature touched lycanthropes with the Curse Carrier feat,
Duration: 1 round/level gain a +2 bonus to the DC of their curse of
Saving Throw: Will negates (harmless) lycanthropy supernatural ability.
Spell Resistance: Yes (harmless) Creatures that become afflicted with
lycanthropy while in the area of a moonrise spell
The target of this spell sprouts patches of thick are immediately subject to all effects of the
fur on her body and gains resistance to most spell, potentially causing a horrific and nigh
blows, cuts, stabs, and slashes. The subject gains unstoppable wave of lycanthropism.
damage reduction 10/silver. It ignores the first
10 points of damage each time it takes damage Plague of Rats
from a weapon, though a silver weapon bypasses Conjuration (summoning)
the reduction. Level: Drd 8, Rat 8
Focus: A scrap of skin from a lycanthrope. Components: V, S
This item can be purchased for 100 gp provided Casting Time: 1 round
a source can be found; the sale of such an item is Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see
generally illegal. text
Effect: One swarm of rats per level
Moonrise Duration: 10 minutes/level (D)
Evocation Saving Throw: None
Level: Sor/Wiz 9, Rat 9 Spell Resistance: No
Components: V, S
Casting Time: 1 round When you invoke the plague of rats, you call
Range: Close (25 ft. + 5 ft./2 levels) forth a mass of rat swarms (one per caster level,
Area: 5 ft. radius/level emanation to a maximum of twenty swarms at 20th level),
Duration: 1 minute/level which need not appear adjacent to one another.
Saving Throw: Will negates (harmless) You may summon the rat swarms so that they
Spell Resistance: Yes share the area of other creatures. The swarms

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Masterwork Monsters: Rats in the Walls
remain stationary, attacking any creatures in 1d6 points of damage (assuming you are a
their area, unless you command the plague of Medium creature) when it hits.
rats to move (a standard action). As a standard Your bite attack is a natural weapon, so you
action, you can command any number of the are considered armed when attacking with it,
swarms to move toward any prey within 100 feet and it can be affected by powers, spells, and
of you. You cannot command any swarm to effects that enhance or improve natural weapons.
move more than 100 feet away from you, and if If you bite as your only attack, you use your
you move more than 100 feet from any swarm, highest base attack bonus on the attack roll, and
that swarm remains stationary, attacking any you can apply your full Strength bonus to
creatures in its area (but it can be commanded damage. If you bite in addition to making other
again if you move within 100 feet). attacks, the bite is a secondary attack.
If you are not a Medium creature, your bite
Ratbite attack’s base damage varies as follows: Fine 1,
Transmutation Diminutive 1d2, Tiny 1d3, Small 1d4, Large
Level: Drd 4, Rat 4 1d6, Huge 1d8, Gargantuan 2d6, Colossal 2d8.
Components: V, S, M In addition to hit point damage, your bite is
Casting Time: 1 standard action infected with a particularly virulent strain of filth
Range: Personal fever. Any creature bitten by you must make a
Target: You Fortitude save or contract the disease, which
Duration: 10 minutes/level (D) strikes immediately (no incubation table) and
Saving Throw: Fortitude negates; see below inflicts 1d3 points of Dexterity and Constitution
damage. From there the diseases runs its course
Spell Resistance: Yes; see below
normally, just as if the target had contracted it
from a mundane source.
Your posture becomes stooped forward, and you
Material Component: A pair of incisors from
grow a snout complete with sharp incisors. You
a dire rat.
gain one bite attack each round, instead of or in
addition to any other attacks you have, that deals

Rats in the Walls


A Henchman Production for the Clockwork
Golem Workshop
Written by Adam Windsor
Edited by Peter M. Ball

For additional product support and details on


upcoming releases in the Masterwork
Characters series, visit our website at
www.clockworkgolem.com

Page 11
Masterwork Monsters: Rats in the Walls
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