Kiris Hoyt, Wererat - Monsters

Kiris Hoyt, Wererat
Medium natural humanoid
Level 3 Elite Skirmisher XP 300

HP 92; Bloodied 46Initiative +7
AC 17, Fortitude 14, Reflex 16, Will 15Perception+7
Speed 6, climb 4 (in rat form)Low-light vision
Saving Throws +2; Action Points 1

Traits

Regeneration 10

Kiris Hoyt regains 10 hit points whenever he starts his turn and has at least 1 hit point. If Hoyt takes damage from a silvered weapon, his regeneration doesn't function on his next turn.

Skirmish +1d8

If, on his turn, Kiris Hoyt ends his move at least 4 squares away from his starting point, he deals 1d8 extra damage on his melee attacks until the start of his next turn.

Standard Actions

(⚔) BiteAt-Will

Requirement: Kiris Hoyt must be in rat or hybrid form.

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

Hit: 1d4 + 4 damage, and the target takes ongoing 2 damage (save ends). The target is also exposed to filth fever.

(⚔) Rapier (weapon) ✦ At-Will

Requirement: Kiris Hoyt must be in human form.

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

Hit: 1d8 + 4 damage.

Wererat WaltzAt-Will

Effect: Kiris Hoyt makes a melee basic attack, shifts half his speed, then makes another melee basic attack.

Minor Actions

Change Shape (polymorph) ✦ At-Will

Effect: Kiris Hoyt alters his physical form to appear as a rat, a unique human, or a hybrid creature. The form lasts until he uses change shape again or until he drops to 0 hit points (whereupon he assumes human form). Kiris Hoyt retains his statistics in his new form. His clothing, armor, and possessions do not change.

Skills Bluff +9, History +7, Stealth +10, Thievery +10
Str 10 (+1)                Dex 18 (+5)                Wis 12 (+2)
Con 14 (+3)                Int 13 (+2)                Cha 16 (+4)

Alignment Unaligned        Languages Common
Equipment: leather armor , light shield , rapier .

Published in HS1 The Slaying Stone, page(s) 24.