Wererat
Unlike the larger lycanthropes, a wererat changes only partly and under its own control, so it keeps its own mind in every form. Wererats are the hardest lycanthropes to find. A colony under a district moves cargo, messages and people through service voids for years without a single incident reaching a court. Open conflict starts when two colonies want the same route.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft., climb 20 ft.
- Armor class
- 13
- Hit points
- 58 (9d8 + 18)
- Proficiency
- +2
- STR 11 +0 save +0
- DEX 16 +3 save +3
- CON 14 +2 save +2
- INT 13 +1 save +1
- WIS 13 +1 save +1
- CHA 11 +0 save +0
- Skills
- Perception +3 , Stealth +5
- Passive Perception
- 13
- Senses
- darkvision 60 ft., keen smell
- Languages
- Common
- Found in
- Station Interior , City
Equipment
Traits
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Partial Change
The wererat shifts between human form, rat form and a hybrid at will. In rat form it cannot speak and its Speed is 25 feet. In either other form it keeps its statistics.
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Silvered Weapons
The wererat cannot heal damage from a silvered weapon for 24 hours.
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Void Routes
In a settlement it has lived in, the wererat can find a route between any two points that avoids every public thoroughfare.
Actions
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Multiattack
The wererat makes two attacks, at most one of which can be a Bite attack.
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Bite
+5 to hit · reach 5 ft.
1d6 + 3 piercing damage
A humanoid bitten makes a DC 12 Constitution save or contracts lycanthropy. The wererat can use this attack in rat form only.
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Knife
+5 to hit · reach 5 ft.
1d6 + 3 piercing damage
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Hand Crossbow
+5 to hit · medium range
1d6 + 3 piercing damage