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Animal Lord, Mouse Lord (3pp)

This rat appears to be about the size of a large dog. Its fur is black with streaks of silver across its back and its tail is hairless. Its eyes are copper.

MOUSE LORD (MOUSE FORM) CR 13

XP 25,600
N Medium outsider (native, shapechanger)
Init +11; Senses darkvision 120 ft., detect evil, detect good, keen senses, low-light vision; Perception +26

DEFENSE

AC 29, touch 21, flat-footed 22 (+7 Dex, +8 natural, +4 insight)
hp 142 (15d10+60)
Fort +13, Ref +18, Will +9
Defensive Abilities immortality, rodent passivism; DR 15/magic and cold iron; Immune mind-affecting effects, psionics; SR 24

OFFENSE

Speed 40 ft., climb 30 ft.
Melee bite +22 (2d6+6 plus disease)
Spell-Like Abilities (CL 15th)

Constantdetect evil, detect good
At willconfusion (DC 18), displacement
2/dayethereal jaunt, greater magic fang (DC 17), summon (level 5, 10d10 rats or mice, 2d8 dire rats, 1d4 wererats, or 1d4+1 rat swarms 100%)
1/dayastral projection, greater teleport (self plus 50 pounds of objects only)

TACTICS

During Combat The Mouse Lord enters combat using her bite. Most often she enters battle with greater magic fang already affecting her. When enough foes are within range, she unleashes her confusion ability and usually displaces on her next turn. If combat goes against her, she summons other rodents to aid her or to cover her escape.

STATISTICS

Str 18, Dex 25, Con 18, Int 20, Wis 18, Cha 18
Base Atk +15; CMB +19; CMD 40 (44 vs. trip)
Feats Acrobatic, Alertness, Athletic, Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +34, Climb +31, Diplomacy +19, Escape Artist +22, Handle Animal +19, Knowledge (Nature) +20, Perception +26, Sense Motive +26, Stealth +29, Survival +19, Swim +23; Racial Modifiers +8 Acrobatics, +4 Stealth
Languages Common, Druidic, Elven, Goblin, Gnome, Halfling, Sylvan; telepathy 100 ft.
SQ change shape (human or mouse, polymorph)

MOUSE LORD (HUMAN FORM) CR 13

XP 25,600
N Medium outsider (native, shapechanger)
Init +11; Senses darkvision 120 ft., detect evil, detect good, keen senses, low-light vision; Perception +26

DEFENSE

AC 31, touch 20, flat-footed 25 (+7 armor, +6 Dex, +4 natural, +4 insight)
hp 127 (15d10+45)
Fort +12, Ref +18, Will +9
Defensive Abilities immortality, rodent passivism; DR 15/magic and cold iron; Immune mind-affecting effects, psionics; SR 24

OFFENSE

Speed 40 ft., climb 30 ft.
Melee +4 speed dagger of venom +26/+26/+21/+16 (1d4+7/19–20)
Spell-Like Abilities (CL 15th)

Constantdetect evil, detect good
At willconfusion (DC 18), displacement
2/dayethereal jaunt, greater magic fang (DC 17), summon (level 5, 10d10 rats or mice, 2d8 dire rats, 1d4 wererats, or 1d4+1 rat swarms 100%)
1/dayastral projection, greater teleport (self plus 50 pounds of objects only)

STATISTICS

Str 16, Dex 25, Con 16, Int 20, Wis 18, Cha 18
Base Atk +15; CMB +18; CMD 35
Feats Acrobatic, Alertness, Athletic, Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +34, Climb +30, Diplomacy +19, Escape Artist +22, Handle Animal +19, Knowledge (Nature) +20, Perception +26, Sense Motive +26, Stealth +29, Survival +19, Swim +22; Racial Modifiers +8 Acrobatics, +4 Stealth
Languages Common, Druidic, Elven, Goblin, Gnome, Halfling, Sylvan; telepathy 100 ft.
SQ change shape (human or mouse, polymorph)
Gear +4 speed dagger of venom (poison DC 24), +5 leather armor

SPECIAL ABILITIES

Change Shape (Su)

The Mouse Lord can assume the shape of a human as a standard action. In human form, the Mouse Lord cannot use her natural weapons or disease special attack but can wield weapons and wear armor. Unlike the normal change shape ability, the Mouse Lord retains her movement modes (and speeds) in human form.

Disease (Ex)

Black fever—bite, save Fort DC 21; onset 1 day; frequency 1 day; damage 1d4 Dex, 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based. The Mouse Lord can suppress her ability to cause disease (as a free action) if she so wishes.

Immortality (Su)

The Mouse Lord is effectively immortal and nearly impossible to slay. When slain, the Mouse Lord’s soul reforms on the Astral Plane. Within one week, it inhabits another mouse or rat on the Material Plane and the Mouse Lord reforms. No form of magic (such as magic that would contain or trap her soul) prevents this. To permanently kill the Mouse Lord, one must destroy every mouse and rat in existence (so her soul has no creature to inhabit).

Keen Senses (Ex)

The Mouse Lord sees four times as well as a human in shadowy illumination and twice as well in normal light.

Rodent Passivism (Ex)

Rodents (including dire versions) do not willingly attack the Mouse Lord, though they can be forced to do so by magic. If the Mouse Lord attacks a rodent, its protection against that creature ends.

ECOLOGY

Environment any
Organization solitary or troupe (Mouse Lord plus 2–12 rat swarms or 10-20 dire rats)
Treasure double standard

Like the Cat Lord, there is only one Mouse Lord. And she is the Lord (or Lady) of all rodents. Her natural form is that of a large black-furred dire rat with copper eyes. She can assume a human form and this form is almost always of a female with darkened skin, raven-black hair, and copper eyes. She dresses in robes of flowing silver or gray.

The Mouse Lord spends her days roaming the Material Plane, Astral Plane, and Ethereal Plane
Section 15: Copyright Notice

The Mouse Lord from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors Scott Greene and Erica Balsley.