Feral Wererat
Medium natural humanoid (shapechanger), human
Level 5 Skirmisher XP 200
| HP 54; Bloodied 27 | Initiative +9 |
| AC 19, Fortitude 18, Reflex 16, Will 15 | Perception+9 |
| 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); +10 vs. AC
Hit: 2d4 + 6 damage, or 4d4 + 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); +10 vs. AC
Hit: 1d6 + 5 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 feral wererat filth fever (stage 1).
Move Actions
Rat Scurry ✦ At-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 +8, Stealth +12
Str 11 (+2) Dex 20 (+7) Wis 14 (+4)
Con 16 (+5) Int 14 (+4) Cha 12 (+3)
Alignment Evil Languages Common
Equipment: dagger .
Published in Dungeon Magazine 185.