Monster · CR 2 (450 XP) · 2014 rules

Wererat, Hybrid Form

Medium humanoid (human), lawful evil

  • Armor Class 12 (natural armor)
  • Hit Points 33 ()
  • Speed 30 ft.
  • Skills ,
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
  • Senses passive perception 12
  • Languages Common
  • Challenge 2 (450 XP) · Proficiency Bonus +2

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.

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

Actions

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

Bite. Melee Weapon Attack: , reach 5 ft., one target. Hit: 4 () 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: , reach 5 ft., one target. Hit: 5 () piercing damage.

Hand Crossbow. Ranged Weapon Attack: , range 30/120 ft., one target. Hit: 5 () piercing damage.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.1 (2014 rules) by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits