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Wererat (Hybrid Form)

Wererat (Hybrid Form)

MapTool Token


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NameWererat (Hybrid Form)
Sorted NameWererat (Hybrid Form)
FamilyLycanthrope
Size and TypeMedium Humanoid (human, shapechanger)
Hit Dice Count2
Hit Dice2d8+8 (20 hp)
Random Hit Points2d8+8 - 6
Initiative+3
Speed30 ft.
Armor Class19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
Base Attack/Grapple+1/+CMB: +3CMD: 17
Attack

short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy; DC 15)

Full Attack

light crossbow +4 (1d8/19-20)

Space/Reach5 ft./5 ft.
Special Attackssneak attack +1d6
Special Qualities

change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding, low-light vision, scent;

SavesFort +3, Ref +6, Will +3
AbilitiesStr 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6
Skills

Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7

Feats

Dodge, Weapon Finesse

Environmentany urban
Challenge Rating2
Organization

solitary, pair, pack (5-10), or guild (11-30 plus 5-12 dire rats)

TreasureNPC gear (masterwork studded leather, short sword, light crossbow with 20 bolts, other treasure)
AlignmentLE
VersionPRPG-O
SourcesPathfinder RPG (Open)

Lycanthrope, Wererat

This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.



Wererat (Hybrid Form)

CR 2

XP 600
LE Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +8

DEFENSE

AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
hp 20 (2d8+8)
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 10/silver

OFFENSE

Spd 30 ft.
Melee short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy; DC 15)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks sneak attack +1d6

STATISTICS

Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7
Languages Common
SQ change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding

ECOLOGY

Environment any urban
Organization solitary, pair, pack (5-10), or guild (11-30 plus 5-12 dire rats)
Treasure NPC gear (masterwork studded leather, short sword, light crossbow with 20 bolts, other treasure)

SPECIAL ABILITIES

Disease (Ex) Filth fever: Bite-injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.


Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous twitches. Males often have thin, ragged moustaches.

Wererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them especially good at thieving and spying, and in many cities the thieves' guild employs numerous wererat members.

Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.

Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

The Open content displayed above has been reproduced without permission from the copyright holder.


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Attacks: short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy; DC 15), or light crossbow +4 (1d8/19-20)

feats: DODGE, WEAPON FINESSE, ,


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