Wererat | Monsters

Type Humanoid
Hit Points 33 (6d8 + 6)
Armor Class 12
Challenge 2, 450 XP
Speed 30 Ft.
Size Medium
Alignment Lawful Evil
Languages Common (can't Speak In Rat Form)
Senses Darkvision 60 Ft. (rat Form Only), Passive Perception 12
Skills Perception +2, Stealth +4
Damage Immunities Bludgeoning, Piercing, And Slashing Damage From Nonmagical Weapons That Aren't Silvered
Strength Dexterity Constitution Intelligence Wisdom Charisma
10 15 12 11 10 8

Description

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 (Humanoid or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only).. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 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 (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


This data originates from the System Reference Document V5.1 "SRD5" and is suitable for D&D 5e. "D&D", "D&D 5e", and other such product names are owned by Wizards of the Coast.

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