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(Authors Note: Yet another Warhammer Fantasy Battle conversion. This time, it's the Skaven being converted. Yes, you can guess that the Rat Ogres are forthcoming!)

Ratmen
- By Bill Silvey

Frequency: Rare
No. Appearing: 1-20
Armor Class: 7
Move: 9"
Hit Dice: 3
% In Lair: 40%
Treasure Type: C
Number of Attacks: 1
Damage/Attack: By Weapon Type
Special Attacks: None
Special Defense: None
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic Evil
Size: M (5' tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value:
III/65+3 per hit point

These weird creatures are the offspring created when Wererats (q.v.) mate in non-human form. Ratmen are shunned by both human and demihuman societies and Wererat clans, and thus tend to hate all creatures equally. Unlike their lycanthrope forbears, they cannot change from their true form: that of a humanoid rat. They associate in loose packs, favoring sewers, abandoned castles and keeps, and unused warehouses as dwellings. Occasionally, they can be found within recently ransacked underground cave complexes vacated by humanoids or in dismal swamps. Although low in intellect, they possess some of the cunning of their rat ancestors, and tend to lay many deadly traps in their lairs to keep intruders away.

Once in a great while, they will perform some duties for their Wererat kin. This is rare, however, and usually requires the presence of a powerful Wererat magic-user or the threat facing the Wererats must directly affect the Ratmen as well.

For weapons, they favor spears and bows, although short swords and daggers will be present as well. There is a chance, when facing foes they have the most enmity for, that they may be using poison arrows (Save versus Poison or lose 1 additional hit point every round until a successful Save is made). 

One power they did retain was the ability to summon Giant Rats (q.v.) as their Wererat kin.

Unlike Wererats, these creatures are not immune to normal weapons, and Silver weapons have no inherent benefits against them unless they possess some dweomer. However, weapons which do added damage to Lycanthropes gain normal bonuses.

If ten or more Ratmen are encountered, there will be a Clan Leader present of the largest and most powerful type (3+4 Hit Dice) wearing chainmail armor (AC 5), accompanied by two Bodyguards of maximum hit points, similarly girded.

If a full war-clan of Ratmen are encountered, 1-2 Ogre Rats (q.v.) will be present.

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