Wererat

Level 2
Creature· beastMediumRemaster
AC
19
HP
45
Speed
25 ft.
Perception
+8
Fort
+6
Ref
+10
Will
+8
Weaknesses silver 5
Languages common
Senses low-light-vision, scent 30 ft. (imprecise)
Skills acrobatics +8, stealth +8, athletics +6, deception +5, society +4
Recall Knowledge DC 16 (nature, society)

Attacks

Melee Shortsword +10 (agile, finesse, versatile-s), Damage 1d6+4 piercing
Melee Hand Crossbow +10 (reload 1 ft.), Damage 1d6 piercing

Abilities

Rat Empathyinteraction

The wererat can communicate with rodents.


The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.

Nimble Dodge

Trigger A creature targets the wererat with an attack and the wererat can see the attacker;


Effect The wererat gains a +2 circumstance bonus to AC against the triggering attack.

Change Shape
  • Human
  • Melee fist +10 Damage 1d4+2 bludgeoning
  • Rat
  • Size small
  • Speed 30 feet, climb 10 feet

The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.

In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt b

Curse of the Wererat

This curse affects only humanoids.


Saving Throw DC 15 fortitude

On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.

The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.

Moon Frenzy

When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.

When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for .

Effect: Moon Frenzy

Sneak Attack

The wererat deals 1d6 extra precision damage to Off-Guard creatures.

Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan areas where they can hide in plain sight, practically any city goer could be a wererat in disguise—from the quiet shopkeep to the city's criminal mastermind. The bustle of crowds and countless rat holes make ghettos and shantytowns favored homes for wererats, especially since in these poorer districts the wererat can kill out of greed or fear with little chance of the authorities noticing. In some cities, wererats operate entire thieves' guilds or organized crime rings, and membership requires willfully submitting to the wererat's cursed bite. Wererats look very similar to ratfolk when in hybrid form, apart from potential differences in size, but ratfolk have no love for wererats.


Werecreatures are humanoids doomed to transform into animals and animalhumanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.