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Wererat

Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.   A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed.   Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats.    

Wererat CR: 2 (450 XP)

Medium humanoid (shapechanger), lawful evil
Armor Class: 12
Hit Points: 33 (6d8 + 6)
Speed: 30 ft

STR

10 +0

DEX

15 +2

CON

12 +1

INT

11 +0

WIS

10 +0

CHA

8 -1

Skills: Perception +2, Stealth +4
Damage Immunities: Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Senses: Darkvision 60 feet (rat form only), Passive Perception 12
Languages: Common (can't speak in rat form)
Challenge Rating: 2 (450 XP)

Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.   Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.   Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d4 + 2 piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.   Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 1d6 + 2 piercing damage.   Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 feet, one target. Hit: 1d6 + 2 piercing damage.

Genetic Ancestor(s)
Lifespan
Varies by race of humanoid
Average Height
Varies by race of humanoid
Average Weight
Varies by race of humanoid

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