Wererat Mastermind

It is not easy to herd a mischief of wererats, as they fear strength rather than respect it. Leadership takes cunning and guile, and particularly crafty wererats practice the arts of deception and deal-making to whip an otherwise internecine group into shape. These masterminds prefer to stay in the shadows, pulling strings and sending their minions off to battle.  

Wererat Mastermind CR: 5

Medium humanoid (any race, shapechanger), lawful evil
Armor Class: 16
Hit Points: 52 (8d8+16)
Speed: 30 ft , climb: 20 ft

STR

10 +0

DEX

16 +3

CON

14 +2

INT

16 +3

WIS

15 +2

CHA

16 +3

Skills: Deception +6, Perception +5, Persuasion +6, Stealth +6
Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Senses: darkvision 60 ft., passive perception 15
Languages: any one language (can't speak in beast form)
Challenge Rating: 5
Proficiency Bonus: +3

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 Mind. While it is wearing light or no armor, the wererat adds its Intelligence modifier to its AC. Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.   Opportunist (1/Turn). When the wererat’s ally makes an attack roll against a target within 5 feet of the wererat, or subjects the target to a saving throw, the wererat can grant advantage to the ally or disadvantage to the target.

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: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererat lycanthropy.   Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.   Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.   Get ‘Em! (Recharge 5-6). The wererat commands up to three other wererats to attack a target of its choice within 30 feet of it, provided they can see or hear the wererat. Each of the selected wererats can use its reaction to make a melee or ranged attack against that target.

Reactions

Uncanny Dodge. The wererat halves the damage that it takes from an attack that hits it. The wererat must be able to see the attacker.