Wererat, Rat Form CR 2 Medium humanoid

"Every monster has a weakness. Most have several attacks first."

πŸ‰ Bestiary β€Ί Humanoids

Medium humanoid (human), lawful evil

Armor Class 12 (natural armor) Hit Points 33 (6d8 + 6) Speed 30 ft.
STR 10 (+0)
DEX 15 (+2)
CON 12 (+1)
INT 11 (+0)
WIS 10 (+0)
CHA 8 (βˆ’1)

Skills Perception +2, Stealth +4

Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Senses darkvision 60 ft., passive Perception 12

Languages β€”

Challenge 2 (450 XP)   Proficiency Bonus +2

Traits

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

Bite. 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.

Where to meet one

The encounter builder rolls the wererat, rat form for fights in 🏘️ town.

More humanoids

Every humanoid in the Bestiary β†’

This page includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, available at dnd.wizards.com. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License. The Beholder's Gazette is not approved, endorsed, or affiliated with Wizards of the Coast.