Wererat, Hybrid Form
This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.
Wererat, Hybrid Form (CR 2)
HumanMedium Humanoid (Human, Shapechanger)
Alignment: Lawful Evil
Initiative: +3
Senses: Low-Light Vision, Scent; Perception +8
Speed: 30 feet
Space: 5 feet
Defense
Armor Class: 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)Hit Points: 20 (2d8+8)
Saving Throws: Fort +3, Ref +6, Will +3
Evasion
Damage Reduction: 10/silver
Offense
Melee: short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy; DC 15)Reach: 5 feet
Ranged: light crossbow +4 (1d8/19-20)
Special Attacks: sneak attack +1d6
Statistics
Str | Dex | Con | Int | Wis | Cha |
---|---|---|---|---|---|
15 (+2) | 17 (+3) | 16 (+3) | 10 (+0) | 16 (+3) | 6 (-2) |
CMB +3
CMD 17
Feats: Dodge, Weapon Finesse
Skills: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7
Languages: Common
Special Qualities: Change Shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), Lycanthropic Empathy (rats and dire rats), trapfinding
Special Abilities
Disease (Ex)
Filth fever: Bite-injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.Ecology
Environment: Any UrbanOrganization: solitary, pair, pack (5-10), or guild (11-30 plus 5-12 dire rats)
Treasure: NPC gear (masterwork studded leather, short sword, light crossbow with 20 bolts, other treasure)
Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous twitches. Males often have thin, ragged moustaches. Wererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them especially good at thieving and spying, and in many cities the thieves' guild employs numerous wererat members.