N Large Animal Swarm
Senses Perception +5; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +8, Athletics +4 (+6 to Climb or Swim), Stealth +6
Str -2, Dex +3, Con +1, Int -4, Wis +1, Cha -3
AC 14; Fort +2, Ref +7, Will +4
HP 14; Immunities precision, swarm mind; Weaknesses area damage 3, splash damage 3; Resistances physical 6 (except bludgeoning)
Speed 30 feet, climb 10 feet
Swarming Bites Each enemy in the swarm's space takes 1d6 piercing damage and must attempt a DC 17 basic Reflex save. A creature that fails its save is exposed to filth fever.
Filth Fever (disease) The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured.; Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead
A swarm of rats can cause total chaos within a household or business. Contracting filth fever is all the easier when dozens of these agitated or hungry vermin gather to bite victims en masse, making rat-hunting a viable career in many parts of the world as desperate townspeople seek relief from the disease's spread.