Bestiary · Humanoid

PR 2

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.

Wererat, drawn at Medium scale
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

  • 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.

  • Silvered Weapons

    The wererat cannot heal damage from a silvered weapon for 24 hours.

  • 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

  • Multiattack

    The wererat makes two attacks, at most one of which can be a Bite attack.

  • 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.

  • Knife

    +5 to hit · reach 5 ft.

    1d6 + 3 piercing damage

  • Hand Crossbow

    +5 to hit · medium range

    1d6 + 3 piercing damage