Gobrats: A new monster for D&D

A new monster for D&D

“The first time I saw them, I just bunched my eyes up tight, shook my head and looked again. True enough, they were still there – tiny little things in a small heap in the corner of the tavern. I could scarce tell if they were rats in tattered clothing, or….well, Pelor knows what. One of the locals nudged my arm, ‘Koiir. That’s what they call ‘emselves, but we call ‘em gobrats. Tiny little goblins no bigger’n vermin, but twice as mean. Some wizard thought miniature goblins would be cheaper to feed and control than full sized ones. Don’t think he was so sure after they picked his tower clean, then started on his bones. We used to put rat poison down, but they just picked it up an’ hid it in our food. We does our best to control ‘em, but I’m not sure who’s controlling who…….’
“As I carried on watching, one of the Gobrats grinned a malicious toothy smile at me, then held up a ring in both hands. I recognised my family ring instantly – I hadn’t noticed it’s removal at all. I dashed at the pile of creatures and they skittered across the floor, up the walls and into holes in the floorboards, taking my ring with them.”

Gobrats are living proof that magicians should never meddle with nature. These Tiny goblins stand just 6” high – no bigger than a typical rat, and share many of the traits with vermin. The speed at which they reproduce and grow to maturity is nothing short of frightening. A pair of gobrats can have as many as six litters a year, each one producing as many as eight offspring. A gobrat child can fight and defend itself after only three months and reaches full maturity in 18 months. In other words – it’s possible to go from just 2 gobrats to almost 300 in just two years. Individually, gobrats are nothing more than a nuisance. Unfortunately they are never alone, and their reduction in size has done nothing whatsoever to decrease their evil cunning.

Unusually for Goblinoids, Gobrats have a peculiar affinity for water and seem to prefer to use underground waterways where possible. Recent reports show that gobrats have started training rats and bats as mounts. Pray that this is just heresay.

Gobrat (Koiir), 1st-Level Rogue
Tiny Humanoid (Goblinoid)

Hit Dice: 1d6+1 (4 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 leather armor), touch 14, flat-footed 14
Base Attack/Grapple: +0/-12
Attack: Shortspear, +5, d4-3 (x3), 20’
Full Attack: Shortspear, +5, d4-3 (x3), 20’
Space/Reach: 2-1/2 ft./0 ft.
Special Qualities: Darkvision 60 ft.

Saves: Fort +1, Ref +4, Will –1
Abilities: Str 4, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +16, Move Silently +12, Swim +9, Climb +9, Sleight of Hand +6, Balance +6, Ride +6, Spot +3, Listen +3
Feats: Stealthy, Weapon Finesse(b)
Environment: Urban undergound
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 with rat mounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 dire rats, and 2–4 dire bats)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +0

Gobrats understand both Common and Goblin, though only rarely choose to speak Common.

If 20 or 30 Gobrats aren’t enough, there’s always a Gobrat Swarm – 300 of the critters with nothing but mayhem and destruction on their minds.

Gobrat Swarm
Tiny Humanoid (Goblinoid) (Swarm)

Hit Dice: 4d8+4 (17 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 leather armor), touch 14, flat-footed 14
Base Attack/Grapple: +3/-
Attack: Swarm(2d4)
Full Attack: Swarm(2d4)
Space/Reach: 10ft/0ft
Special Qualities: Darkvision 60 ft, Distration, Half damage from slashing and piercing, Swarm traits

Saves: Fort +1, Ref +4, Will –1
Abilities: Str 4, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +16, Move Silently +12, Swim +9, Climb +9, Sleight of Hand +6, Balance +6, Ride +6, Spot +3, Listen +3
Feats: Stealthy, Weapon Finesse(b)
Environment: Urban undergound
Organization: Solitary, tangle (2–4 swarms), or colony (7–12 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: None
Level Adjustment: +0

Distraction (Ex): Any living creature that begins its turn with a Gobrat swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

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