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Wererat 2014

CR 2 humanoid

Medium humanoid (Lycanthropes), lawful evil


Armor Class
12
Hit Points
33 (6d8+6)
Speed
30 ft.

STR10 (+0)
DEX15 (+2)
CON12 (+1)
INT11 (+0)
WIS10 (+0)
CHA8 (-1)

Saving Throws
Skills
Perception +2, Stealth +4
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
darkvision 60 ft., passive Perception 12
Languages
Common (can't speak in rat form)
Challenge
2 (450 XP) · Proficiency Bonus +2

Keen Smell.

The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Shapechanger.

The wererat can use its action to polymorph into a rat-humanoid hybrid or into a 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.

Actions

Multiattack.

The wererat makes two attacks, only one of which can be a bite.

Bite.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword.

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow.

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Environments: Caves, Forest or Jungle, Ruins, Sewer, Shadowfell, Feywild, Urban

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details