Drat
A seemingly common rat with an aura of bad luck
Basic Fantasy Field Guide Omnibus
| Armor Class | 11 |
|---|---|
| Hit Dice | ½* (1d4 hit points) |
| Number Appearing | 1 |
| Attacks | Special |
| Damage | Special |
| Movement | 30' |
| Save As | Fighter: 1 |
| Morale | 7 |
| XP | 13 |
| Treasure Type | None |
Special Abilities
A drat has an aura of bad luck which covers a radius of 30 feet around it. Anyone besides the drat within the radius suffers a cumulative penalty of -1 per round on attack and saving throw rolls, while giving opponents (who are outside the radius or are immune, IE. drats) a cumulative +1 bonus on attack rolls against affected creatures. The maximum penalty (or bonus) which may accrue is -6 (or +6).
There is no way to detect this effect, other than to attempt and fail at attacks or saving throws, and the drat does not even need to be visible. For instance, a drat could be peacefully sleeping on the other side of a wall from the adventurers and its sphere of influence will still affect them. The only surefire way to detect the presence of a drat is by noticing the ever-increasing string of unlikely events beginning to happen. For instance, a very dexterous Thief will, after only a few minutes of exposure, begin to bumble about so clumsily that they will soon trip over their own feet. It is essential that the GM be completely and scrupulously fair in the use of this monster.