Enormous RatCreature 3
Source Pathfinder Society Intro: Year of Boundless Wonder
Perception +9 (low light vision)
Languages none
Skills Acrobatics +8, Athletics +12, Stealth +8
Str +5, Dex +3, Con +3, Int -4, Wis +2, Cha -2
AC 19; Fort +10; Reflex +8; Will +7;
HP 45
Speed 35 feet
Jaws
+12 (+7, +2) to hit (unarmed) 1d10+5 PiercingDrag

The enormous rat makes a jaws Strike against a Prone enemy. If it hits, in addition to dealing damage, the enormous rat Strides up to 10 feet, dragging the enemy along.
Filth Fever (disease)The Sickened and Unconscious conditions from filth fever don't improve on their own until the disease is cured.
Saving Throw DC 14 fortitude
Stage 1 carrier with no ill effect (1d4 hours)
Stage 2 Sickened 1 (1 day)
Stage 3 Sickened 1 and Slowed 1 (1 day)
Stage 4 Unconscious (1 day)
Stage 5 dead
Gnaw BonesA creature that's critically hit by an enormous rat must succeed at a DC 20 fortitude save or become Wounded 1 as the creature's bones or cartilage are crushed by the rat's jaws.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
AnimalAn animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.