Rat Ogre

Rat Ogre CR 4

XP 1,200
CE Large humanoid (giant)
Init +2; Senses darkvision 60 ft., Perception +6, scent


AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, -1 size)
hp 39 (6d8+12)
Fort +4, Ref +9, Will +3; + 2 vs. disease, poison, sickened and nauseated conditions
Defensive Abilities fortification (25%), squalid; Weakness light sensitivity


Speed 40 ft.
Melee integrated weapon +7 (2d6+4), bite +7 (1d6+4), claw +7 (1d4+4)
Space 10 ft; Reach 10 ft.
Special Attacks darting reflexes


Str 19, Dex 15, Con 14, Int 4, Wis 13, Cha 4
Base Atk +4; CMB +9; CMD 21
Feats Combat ReflexesB, Cleave, Lightning Reflexes, Power Attack
Skills Climb +9, Perception +6, Swim +6
Languages Queekish (cannot speak)


Environment any mountains or underground
Organization solitary, pair or warband (3-12)
Treasure incidental


Darting Reflexes (Ex)

A rat ogre gains Combat Reflexes as a bonus feat. In addition, when it successfully hits an opponent on an attack of opportunity, it may make a five foot step. It may move as many times as it hits with attacks of opportunity in a round, but movement taken this way counts against its move speed on its next turn.

Integrated Weapon (Ex)

A rat ogre typically has a large blade, spike or club in place of one of its hands. This functions as a primary natural attack that deals 2d6 points of slashing, bludgeoning or piercing damage. A rat ogre cannot make iterative attacks with this weapon and it cannot be disarmed, but it otherwise counts as a wielded weapon for the purpose of attacks and spells.

Squalid (Ex)

A rat ogre gains a +2 racial bonus on all saving throws against disease and poison effects, as well as the sickened and nauseated conditions.


This muscular humanoid stands twice the height of a man and has the head and tail of a monstrous rat. Plates of metal are embedded in its scarred skin, and one of its hands has been removed and replaced with an oversized blade.

Skaven are well known for their skill at fleshwarping and their enthusiasm for turning this sinister craft on their own people. Especially strong skaven, particularly slaves, criminals or the critically injured, are traditionally turned over to the fleshwarpers. There, they are pumped full of alchemical reagents, stitched together with metal and flesh, and exposed to Abyssal energies. The most common results (among survivors, anyway) are Rat ogres, which combine the strength of giants with the nimbleness of skaven.

Rat ogres are barely sapient, and do not live outside of skaven colonies unless they are the only survivors of a battle. They are kept caged until needed for warfare, corralled with threats of violence and pointed in the direction of the enemy. Once unleashed, a rat ogre is a fright to behold, and may catch skaven troops as collateral damage in its rampages. As long as these casualties are kept to disposable recruits, most skaven generals see these as acceptable losses.


The statistics here represent the most common Rat ogres, but advanced forms are likely to have even greater mutations.

  • Two-Headed Rat Ogres: These variants have the superior two-weapon fighting special quality of an ettin, and are allowed to keep both of their hands (the better to grip multiple weapons), as well as receiving Iron Will and Improved Iron Will as bonus feats.
  • Flamethrowing Rat Ogres: Some Rat ogres have flamethrowers or electrical generators attached to an arm instead of an integrated weapon (model with a breath weapon that deals 5d6 electricity or fire damage in a 40 foot line, Reflex DC 15 half, 1d4 round recharge).
  • Bonebreaker Rat Ogres: These variants have the giant simple template.
  • Armored Rat Ogres: These variants have a +4 armor bonus to AC, and their fortification increases to 50%. All of these rat ogre variants are CR 5.
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