Vermin

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VERMIN by Reagren Wright

Wherever these hairy sharks go, they become the dominant predator. Vermin are nocturnal carnivores. In a suitable environment a female will breed throughout the year, with a female producing three to six litters of up to fifteen young. Females may regulate their production of offspring during times when food is scarce, throwing as few as only one litter a year. The rats live in large hierarchical groups either in burrows or subsurface places such as sewers and cellars. When food is in short supply, the rats lower in social order are the first to die. If a large fraction of a rat population is exterminated, the remaining rats will increase their reproductive rate, and quickly restore the old population level. Their coat is usually black to light brown in color with a lighter underside. Their eyes are orange in color.
When Vermin smell blood, the entire group will seek it out no matter where it goes. These creatures fear nothing, anything daring to come near them suffers the effect of their deadly electric discharge. This discharges increases in damage, range, duration, and effect with the increased number of rats. A social group of 60 rats for example generates enough electrical energy to equal a bolt of lightning. Any living thing that happens upon a large group of these rats will swarmed upon, electrocuted, and eaten. Even a Woolly Dragon is smart enough to avoid these huge swarms.
By orders of the Emperor, Vermin are to be killed on sight in the Western Empire after the town of Xyphis was destroyed by an alleged swarm of two hundred. Ratlings are known to keep individual rats as pets and the Church of Kirgi considers them to be the god’s elite army, one that could be used to destroy other cities of the Empire if they fail to establish Churches in the rat god’s name.

Alignment: Considered miscreant

Hit Points: 2D4+2

S.D.C.: 1D6+2

P.P.E.: 3D6

Natural Abilities: Nightvision 300 feet (91 m), Swimming 65%, Climbing 75%, Acrobatics 40%, Prowl 80%, Acute hearing and sensitive to ultrasound, Track Blood Scent-3000 feet (914 km) away at a base skill of 80%, Impervious to lightning (magical as well), Sixth Sense (same as psionic power except the range is 30 feet 9.1 m) and doesn’t require I.S.P, and Electrical Discharge.

Speed: 13 (9.1 mph/14.6 km).

Attacks Per Melee: Two

Damage: Bite does 1D4+1 point of damage, Electric Discharge-the rat can produce a 3 foot (.9 m) electric field that inflicts 1D6 damage with a 01-50% of losing a single attack/action. The rat can maintain the field for two minutes. It can perform the discharge up to six times a day. While a single rat cannot inflict a lot of damage, when the rats gather in group of five or more, the damage increases by 1D6, the duration and range increases by 50%. Five rats can produce an electric discharge that has a 01-50% of stunning a victim for 1D6 melees. This also increased by 3% for each five rats and the stun duration increased by an extra 1D6 melees.

Bonuses: +2 to initiative, +2 to strike, +4 to dodge, and Impervious to Horror Factor.

Magic: None, except their electric field

Psionics: None

Value: For alchemist purpose 50gp for a single rat.

Average Life Span: 3-5 years.

Habitat: Anyplace, they have amazing adaptive qualities.

Range: It is believed they were natives of the Land of the Damned, until someone brought them to the Western Empire, now they can be found anyway.

Language: None

Enemies: They have none. Every living thing is considered food. Allies: See above.

Size: A foot long (.3 m) with an 18-20 inch (45 to 50 cm) tail.

Weight: Up to 2 ½ lbs (1.12 kg).