SRD:Wererat

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This material is published under the OGL 1.0a.

WERERAT

Wererat, Human Form Wererat, Dire Rat Form Wererat, Hybrid Form
Size/Type: Medium Humanoid (Human, Shapechanger) Small Humanoid (Human, Shapechanger) Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 1d8+2 (12 hp) 1d8+1 plus 1d8+2 (12 hp) 1d8+1 plus 1d8+2 (12 hp)
Initiative: +0 +3 +3
Speed: 30 ft. (6 squares) 40 ft. (8 squares), climb 20 ft. 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +2 leather, +1 buckler), touch 10, flat-footed 15 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+2 +1/–2 +1/+2
Attack: Rapier +2 melee (1d6+1/18–20) or light crossbow +1 ranged (1d8/19–20) Bite +6 melee (1d4+1 plus disease) Rapier +5 melee (1d6+1/18–20) or light crossbow +4 ranged (1d8/19–20)
Full Attack: Rapier +2 melee (1d6+1/18–20) or light crossbow +1 ranged (1d8/19–20) Bite +6 melee (1d4+1 plus disease) Rapier +4 melee (1d6+1/18–20) and bite –1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/19–20)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, disease Curse of lycanthropy, disease
Special Qualities: Alternate form, rat empathy, low-light vision, scent Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +5, Ref +2, Will +4 Fort +6, Ref +5, Will +4 Fort +6, Ref +5, Will +4
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9
Feats: Alertness, Dodge, Iron WillB, Weapon FinesseB (same as human form) (same as human form)
Environment: Any Any Any
Organization: Solitary, pair, pack (6–10), or troupe (2–5 plus 5–8 dire rats) (same as human form) (same as human form)
Challenge Rating: 2 2 2
Treasure: Standard Standard Standard
Alignment: Always lawful evil Always lawful evil Always lawful evil
Advancement: By character class By character class By character class
Level Adjustment: +3 +3 +3

A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.

COMBAT

In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.

Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.

Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Wererats have a +8 racial bonus on Swim checks from their dire rat form.

Feats: Wererats gain Weapon Finesse as a bonus feat.

The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

SEE WIKIPEDIA ENTRY: Lycanthrope



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