Dire Rat (CR 1/3)

Small Animal
Alignment: Always neutral
Initiative: +3 (Dex); Senses: low-light vision, scent, Listen +4, and Spot +4


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
Full Attack: Bite +4 melee
Damage: Bite 1d4 plus disease
Special Attacks: Disease
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Special Qualities:
Feats: Alertness; Weapon Finesse (bite)
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: Any land and underground
Organization: Solitary or pack (11-20)
Treasure/Possessions: none

Source: Monster Manual

Dire animals are larger, tougher, meaner versions of normal animals. They tend to have a feral, prehistoric look.

A dire rat can grow up to 3 feet long and weigh over 60 pounds.

Combat

Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.

Disease (Ex): Filth fever-bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution (see Disease, page 74 in the DUNGEON MASTER's Guide).