The rats here stare back from their cages with a scrutinizing eye. Their look belies much more intelligence than a typical rat. You wonder if they can communicate somehow until one of them arches its back as if coughing up a hair ball and a pink point of light flashes out from it and slams into you inflicting white hot pain and damage.
Magic Rats (Monster Lore – DC 16 – Rarity – Subtract 5 from DC for Lankleer or similar magical cities)
N Small animal
Strength 3 Int 7 Will 18 Dx18 Cn10 Cha 4
AC 15 touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 5 (1d8+1)
Fort +0, Ref +4, Will +6
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee Minor magic missile +4 (d3 to touch)
Each Magic Rat knows one 1st level spell and can cast that spell once per day.
Rats are often used by wizards both good and evil as test subjects for magical experiments. Sometimes this exposure creates unexpected effects upon the rat population. Though these rats can have other mutations, the vast majority of them learn the ability to cast minor magic missile (d1-3) at will and 1 first level spell once per day.
During the age of chaos, these creatures were infected by the chaos rune. During the age of magic, some of these creatures are freeing themselves from its clutches.
Next generation magic rats are advancing as well. They’re getting smarter. Those that have mutated to a point of 11 intelligence can actually gain levels as sorcerer-like wizards.
Cities with dense magical populations like Lankleer face a looming threat from these creatures. In defense, the Ratcatcher’s Guild is gaining in power as well, but the best hope at curbing this threat likely rests with the “good” rats that have freed themselves from the chaos rune. They have no love for their chaotic brethren – at all.
Magic rats are too smart to swarm. Elite magic rats have been known to control swarms, however. See Willard for details. 🙂