Wererat

The wererat is a deceitful, avaricious lycanthrope that, in the absence of its own strength, covets power and wealth. Like real rats, they prove resistant to most disease and feed primarily off carrion. Unlike other lycanthropes, a wererat hungers for dead flesh rather than a fresh kill. A group of wererats is called a mischief, and it is wise to assume that every major city is infested with one, if not more, mischiefs.  

Wererat CR: 2

Medium humanoid (any race, shapechanger), lawful evil
Armor Class: 12
Hit Points: 33 (6d8+6)
Speed: 30 ft , climb: 20 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 weapons that aren’t silvered
Senses: darkvision 60 ft., passive perception 12
Languages: any one language (can't speak in beast form)
Challenge Rating: 2
Proficiency Bonus: +2

Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a Small 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 (Beast or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (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 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.