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Giant Rat (Diseased)

Small Beast, unaligned

CR 1/8

25 XP

AC: 12
HP: 7 (2d6)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages:
STR
7
-2
DEX
15
+2
CON
11
+0
INT
2
-4
WIS
10
+0
CHA
4
-3

Actions

Bite

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Quick Reference

Challenge: CR 1/8
Type: Beast
Size: Small
Alignment: unaligned
Best for party of 4 at level 1

Running This Encounter

Giant Rats are best used in groups of 3-5 to pose a meaningful threat, as individual rats are easily dispatched. They swarm prey and can transmit disease, making them memorable through roleplay as much as mechanics. Use rat squeaks and skittering sounds to build atmosphere, and consider having them emerge from unexpected places like walls, sewers, or food stores. Always remind players of the disease threat to create tension beyond raw damage output.

Combat Tactics

Giant Rats attack in coordinated packs, focusing fire on the weakest-looking target to secure kills quickly. They flee if more than half their number are killed, using their Small size to escape through tight spaces and difficult terrain. The diseased variant should bite multiple targets rather than focusing single targets, spreading disease through the group.

Environment & Setting

Giant Rats thrive in sewers, catacombs, plague-struck villages, and dungeon storage areas where food and darkness provide cover. Urban encounters work well in taverns, warehouses, or noble estates infested by vermin.