Fiendish Dire Rat* (CR 1/2)
AC: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +5, Will +3
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -4
Attack: Bite +4 melee, Bite +4 melee
Damage: Bite 1d4 plus disease
Special Attacks/Actions: Disease, smite good
Abilities: Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Special Qualities: resistance to cold 5 and fire 5, SR 6
Feats: Alertness; Weapon Finesse
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, and Swim +11
Advancement: 2-3 HD (Small); 4-6 HD (Medium-size)
Climate/Terrain: Infinite Layers of the Abyss
Organization: Solitary or pack (11-20)
Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.
Fiendish creatures are often mistaken for half-fiends, more powerful creatures that are created when a fiend mates with a non-celestial creature, or through some foul infernal breeding project.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.