Archives of Nethys

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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 Sage

Ratfolk Sage CR 6

Source Monster Codex pg. 181
XP 2,400
Ratfolk diviner 7
N Small humanoid (ratfolk)
Init +9; Senses darkvision 60 ft.; Perception +4

Defense

AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 48 (7d6+21)
Fort +6, Ref +5, Will +8

Offense

Speed 20 ft., climb 20 ft.
Melee mwk quarterstaff +3 (1d4–2)
Ranged light crossbow +6 (1d6/19–20)
Special Attacks swarming
Spell-Like Abilities (CL 7th; concentration +12)
8/day—diviner’s fortune (+3)
Diviner Spells Prepared (CL 7th; concentration +12)
4th—arcane eye, dimension door, wall of fire
3rd—dispel magic, haste, lightning bolt (DC 18), tongues
2nd—glitterdust (DC 17), invisibility, scorching ray, see invisibility, spider climb
1st—alarm, comprehend languages, expeditious retreat, grease (DC 16), mage armor, magic missile (2)
0 (at will)—acid splash, dancing lights, detect magic, message
Opposition Schools enchantment, necromancy

Tactics

Before Combat The ratfolk sage casts mage armor on himself each morning. Because he avoids entering direct combat, if battle is imminent, the ratfolk sage casts spider climb on himself and climbs to a defensible position. If he is with several allies, he uses his wand of blur and scrolls of magic weapon on them and their weapons before he does so.
During Combat The ratfolk sage casts wall of fire to divide up the battlefield and trap the ratfolk’s enemies. He then casts offensive spells until he runs out, at which point he uses a scroll of magic weapon on his light crossbow before making attacks. If cornered, the sage uses dimension door to free himself.
Base Statistics Without mage armor and spider climb, the ratfolk sage’s statistics are AC 13, touch 13, flat-footed 11; Speed 20 ft.; Skills Climb –2.

Statistics

Str 6, Dex 14, Con 13, Int 20, Wis 14, Cha 10
Base Atk +3; CMB +0; CMD 12
Feats Craft Wondrous Item, Great Fortitude, Improved Initiative, Scribe Scroll, Spell Penetration, Toughness
Skills Appraise +15, Climb +6, Craft (alchemy) +7, Knowledge (arcana) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (planes) +12, Linguistics +15, Perception +4, Spellcraft +15, Stealth +13; Racial Modifiers +8 Climb, +2 Craft (alchemy), +2 Perception, +2 Use Magic Device
Languages Abyssal, Aklo, Common, Dark Folk, Draconic, Dwarven, Giant, Gnoll, Goblin, Infernal, Sylvan, Terran, Undercommon
SQ arcane bond (staff), forewarned
Combat Gear potion of cure light wounds, scroll of clairaudience/clairvoyance, scroll of locate object, scrolls of magic weapon (4), wand of blur (13 charges), wand of burning hands (CL 5th, 8 charges); Other Gear light crossbow with 10 bolts, mwk quarterstaff, cloak of resistance +1, headband of vast intelligence +2, spellbook (contains all prepared spells plus clairaudience/clairvoyance, floating disk, identify, locate object, magic weapon, minor image, and shield), 92 gp

Ecology

Environment warm deserts or urban

Description

Magic is most useful to the warren when it provides insight, so diviners are held in high regard. Though the ratfolk sage prepares some offensive spells in case of attack—it’s always good to be ready for danger—such things can be duplicated with alchemy and weaponry.