Wererat

Wererat

Medium humanoid (human shapechanger)
Challenge

STR
0
DEX
2
CON
1
INT
0
WIS
0
CHA
−1

33
6d8+6
14
Fort
+2
Ref
+2
Will
+0
Damage immunities bludgeoning, piercing, and slashing from attacks that aren’t silvered

Speed 5 m.
Skills Perception +1 (12), Stealth +3 (14)
Senses darkvision 10 m. (rat form only)
Languages Common (can’t speak in rat form)

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

Maneuvers. The wererat uses maneuvers (maneuver save Difficulty 12). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, fearsome beast, scurry, spring attack

Actions (2)

Bite (Rat or Hybrid form only; 1/turn). Melee Weapon Attack: +3 to hit. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a Difficulty 11 Fortitude saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid form only). Melee Weapon Attack: +3 to hit. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid form only). Ranged Weapon Attack: +3 to hit, range 5/20 m. Hit: 5 (1d6 + 2) piercing damage.

Change Shape (1/turn). The wererat can 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.

Forest, Urbansrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, you roar, rear up, flex your wings, or do another similar movement that frightens creatures. Each creature of your choice that is not a construct or an undead in a sphere around you must succeed on a Will saving throw or become frightened of you for the duration or until you are incapacitated.

While frightened by this maneuver, a creature must move at least half its speed away from you by the safest available route at the start of each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can can repeat the saving throw, ending the effect on itself on a success.

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.