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)

Human
Medium 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

StrDexConIntWisCha
15 (+2) 17 (+3) 16 (+3) 10 (+0) 16 (+3) 6 (-2)
Base Attack Bonus: +1
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 Urban
Organization: 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.