Scurrying Wererat - Monsters

Scurrying Wererat
Medium natural humanoid (shapechanger), human
Level 3 Skirmisher XP 150

HP 37; Bloodied 18Initiative +7
AC 17, Fortitude 16, Reflex 14, Will 13Perception+7
Speed 6, climb 4 (rat or hybrid form only)Low-light vision

Traits

Regeneration

The wererat regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the wererat takes damage from a silvered weapon, its regeneration does not function on its next turn.

Standard Actions

(⚔) Dagger (weapon) ✦ At-Will

Requirement: The wererat must be in human or hybrid form

Attack: Melee 1 (one creature); +8 vs. AC

Hit: 1d6 + 6 damage, or 2d6 + 6 if the wererat has combat advantage against the target.

(⚔) Bite (disease) ✦ At-Will

Requirement: The wererat must be in rat or hybrid form

Attack: Melee 1 (one creature); +8 vs. AC

Hit: 1d4 + 4 damage. If the target is granting combat advantage to the wererat, it also takes ongoing 5 damage (save ends). At the end of the encounter, the target makes a saving throw. On a failure, the target contracts wererat filth fever (stage 1).

Move Actions

Rat ScurryAt-Will

Requirement: The wererat must be in rat form.

Effect: The wererat shifts up to its speed.

Minor Actions

Change Shape (polymorph) ✦ At-Will

Effect: The wererat alters its physical form to appear as a Tiny rat, or a Medium unique human or hybrid.

Skills Bluff +6, Stealth +10
Str 10 (+1)                Dex 18 (+5)                Wis 12 (+2)
Con 15 (+3)                Int 13 (+2)                Cha 11 (+1)

Alignment evil        Languages Common
Equipment: dagger .

Wererat Filth FeverLevel 3 Disease

Those infected by this disease waste away as they alternately suffer chills and hot flashes.

Stage 0: The target recovers from the disease.
Stage 1: While affected by stage 1, the target loses a healing surge.
Stage 2: While affected by stage 2, the target loses a healing surge. The target also takes a -2 penalty to AC, Fortitude, and Reflex.
Stage 3: While affected by stage 3, the target loses all healing surges and cannot regain hit points. The target also takes a -2 penalty to AC, Fortitude, and Reflex.
Check: At the end of each extended rest, the target makes an Endurance check if it is at stage 1 or 2.
8 or lower: The stage of the disease increases by one.
9-12: No Change
13 or higher: The stage of the disease decreases by one.

Published in Monster Vault, page(s) 194, Dungeon Magazine 193, Dungeon Magazine 217.