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Ratfolk

This small, ratlike humanoid has a twitching, whiskered snout, pointed ears, and a long, leathery tail.

Creatures in "Ratfolk" Category

NameCR
Ratfolk1/3
Ratfolk Bravo2
Ratfolk Caravan Guard3
Ratfolk Chemist7
Ratfolk Elder8
Ratfolk Expedition Leader7
Ratfolk Sage6
Ratfolk Tinkerer1
Ratfolk Troubleshooter5
Ratfolk Warden4

Ratfolk, Ratfolk Elder

Ratfolk Elder CR 8

Source Monster Codex pg. 183
XP 4,800
Ratfolk cleric of Abadar 9
N Small humanoid (ratfolk)
Init +4; Senses darkvision 60 ft.; Perception +6

Defense

AC 19, touch 11, flat-footed 19 (+7 armor, +1 shield, +1 size)
hp 80 (9d8+36)
Fort +12, Ref +5, Will +12

Offense

Speed 40 ft.
Melee mwk light mace +8/+3 (1d4)
Ranged light crossbow +7 (1d6/19–20)
Special Attacks channel positive energy 7/day (DC 16, 5d6), swarming
Spell-Like Abilities (CL 9th; concentration +13)
7/day—resistant touch +2
At will—dimensional hop (90 feet/day)
Cleric Spells Prepared (CL 9th; concentration +13)
5th—teleportD, wall of stone (DC 19)
4th—dimension doorD, dismissal (DC 18), freedom of movement, summon monster IV
3rd—dispel magic, magic vestment, meld into stone, protection from energyD, stone shape
2nd—bull’s strength, calm emotions (DC 16), darkness, shield otherD, sound burst (DC 16), zone of truth (DC 16)
1st—bless, command (DC 15), endure elements, longstriderD, sanctuary (DC 15), shield of faith
0 (at will)—create water, detect poison, guidance, mending
D domain spell; Domains Protection, Travel

Tactics

Before Combat The elder casts longstrider on herself, and bear’s endurance, bull’s strength, and magic vestment and on allies who will enter combat. She chooses one vulnerable ally to protect with shield other.
During Combat The elder focuses on healing her allies and counteracting her enemies’ spells while staying out of harm’s way. If the group needs to escape, she assists the evacuation by casting teleport (if a small number of allies are with her) or wall of stone (if a large number of ratfolk are with her).
Base Statistics Without longstrider, the elder’s statistics are Speed 30 ft.

Statistics

Str 10, Dex 10, Con 14, Int 12, Wis 18, Cha 14
Base Atk +6; CMB +5; CMD 15
Feats Extra Channel, Great Fortitude, Improved Initiative, Selective Channeling, Toughness
Skills Appraise +5, Craft (alchemy) +3, Diplomacy +14, Heal +12, Knowledge (religion) +9, Perception +6, Sense Motive +14, Use Magic Device +4; Racial Modifiers +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Celestial, Common
SQ agile feet (7/day), aura of protection (+1 deflection, energy resistance 5, 9 rounds/day), +10 base speed from Travel domain
Combat Gear scroll of bear’s endurance, scroll of invisibility purge, scroll of sending, wand of cure moderate wounds (15 charges); Other Gear +1 chainmail, light steel shield, light crossbow with 10 bolts, mwk light mace, cloak of resistance +1, headband of inspired wisdom +2, silver holy symbol, spell component pouch, sunrod, pair of platinum rings (worth 50 gp total), 768 gp

Ecology

Environment warm deserts or urban

Description

Since ratfolk have short lifespans, they heed the wisdom of those who attain old age. Many ratfolk aspire to become elders from a very young age, and try to get their hands on books and histories when they go into trade, intending to later study them. Often, aspiring leaders pursue the healing arts to keep the rest of the warren healthy—and to ensure they live long enough to pass on their knowledge.