FREQUENCY: Common (crypts && dungeons)
FREQUENCY: Common ([Dungeon Level I])
FREQUENCY: Common ([Cold Civilized
Swamp], [Cold Civilized Plains])
FREQUENCY: Uncommon ([Cold Civilized
Hills], [Cold Civilized Forest])
FREQUENCY: Rare ([Cold Civilized
Mountains], [Cold Civilized Desert])
FREQUENCY: Common ([Cold Wilderness
Swamp], [Cold Wilderness Plains])
FREQUENCY: Uncommon ([Cold Wilderness
Hills], [Cold Wilderness Forest])
FREQUENCY: Rare ([Cold Wilderness
Mountains], [Cold Wilderness Desert])
FREQUENCY: Common ([Temperate Civilized Swamp], [Temperate
Civilized Plains])
FREQUENCY: Uncommon ([Temperate Civilized Hills], [Temperate
Civilized Forest])
FREQUENCY: Rare ([Temperate Civilized Desert])
FREQUENCY: Common ([Temperate Wilderness Plains])
FREQUENCY: Uncommon ([Temperate Wilderness Swamp], [Temperate
Wilderness Hills], [Temperate Wilderness Forest])
FREQUENCY: Rare ([Temperate Wilderness Mountains], [Temperate
Wilderness Desert])
FREQUENCY: Common ([Tropical Civilized
Swamp])
FREQUENCY: Uncommon ([Tropical
Civilized Hills], [Tropical Civilized Forest], [Tropical Civilized Plains])
FREQUENCY: Rare ([Tropical Civilized
Mountains], [Tropical Civilized Desert])
FREQUENCY: Common ([Tropical Wilderness
Swamp], [Tropical Wilderness Plains])
FREQUENCY: Uncommon ([Tropical
Wilderness Forest])
FREQUENCY: Rare ([Tropical Wilderness
Hills])
FREQUENCY: Rare ([Tropical Wilderness
Mountains], [Tropical Wilderness Desert])
<check Tropical Wilderness entries>
NO. APPEARING: 5-50 <(jermlaine:
I)>
ARMOR CLASS: 7
MOVE: 12"//6"
HIT DICE: 1-4 HP
% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 1 ~ 20n
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Nil
INTELLIGENCE: Semi-
ALIGNMENT: Neutral (evil) <(Tarterian)>
SIZE: S
LEVEL/X.P. VALUE: I | 7 + 1
SAVES: 16.17.18.20.19
MORALE: NA <?>
Rats of all sorts are common,
<^?>
and the giant Sumatran sort are a {plague}
in
many places such as crypts && dungeons.
Their burrows honeycomb many graveyards,
where they seek to cheat ghouls
of their prizes by tunneling to newly interred corpses.
Disease: Any creature bitten by a giant rat has
a 5% chance per wound inflicted of contacting a serious disease.
If such infection is indicated the victim is diseased
unless a save vs. Poison is successful.
<severity:
severe || terminal>
<as
well, cf. DMG.80: according to this, it
should be OK to allow the save modifiers derived from DMG.14>
<even
on a successful save, might count as 'exposure to filth': disease &
parasites>
Giant rats will avoid attacking strong parties unless
commanded to FIGHT by such creatures as wererats
|| vampires.
They are fearful of fire
and FLEE from it.
Giant rats swim quite
well, and they can attack in water as well.
The giant rat is the sacred animal of Gruumsh.
Rat leader: AC 7; MV 12"; HD 1; hp 7;
#AT 1; D 1-4
THACO 19
XP 17 (10+1/hp)
(A1-4.74)
Cheers,
Gary
James M: 6. You're
listed in the credits of the Monster Manual as an illustrator.
Which illustrations are
yours? Did you ever consider focusing on art rather than writing or did
you see the two as complementary?
Jean Wells: I don’t remember which drawings I did other than the horrible Sumatran Rat. At one time I did focus more on my art abilities. I was studying to be an Elementary School Art Teacher in college when I was hired. I like painting pictures with words better now, but I am considering doing some ink work for a friend and perhaps I can talk him into letting me write some of the scenes sans the monsters.
- Grognardia (Interview:
Jean Wells)