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Pathfinder Second Edition

Compendium

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Wererat

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Wererats tend to be selfishly opportunistic, avaricious, and paranoid as a result of their curse. Because wererats typically dwell in metropolitan areas where they can hide in plain sight, practically any city-goer could be a Wererat in disguise—from the quiet shopkeep to the city’s Criminal Mastermind. The bustle of crowds and countless rat-holes make ghettos and shantytowns favored homes for wererats, especially since in these poorer districts the Wererat can kill out of greed or fear with little chance of the authorities noticing. In some Cities, wererats operate entire thieves’ guilds or organized crime rings, and membership requires willfully submitting to the wererat’s Cursed bite. Wererats look very similar to Ratfolk when in hybrid form, apart from potential differences in size, but Ratfolk have no love for these monsters.

Attributes

Wererat

Creature 2

LEMediumBeast, Human, Humanoid, Werecreature
  • Perception8; low-light vision, scent (imprecise) 30 feet
  • LanguagesCommon, rat empathy
  • Skills acrobatics 8 athletics 6 (+8 to Climb or Swim) deception 5 society 4 stealth 8
  • Str2Dex4Con2Int 0Wis2Cha1
  • Items hand crossbow (20 bolts) leather armor shortsword
  • AC 19 Fort6Ref10Will8
  • HP 45 Weaknessessilver 5
  • Rat Empathy The wererat can communicate with rodents.
  • Nimble Dodge TriggerThe wererat is targeted with a melee or ranged attack by an attacker it can see. The wererat gains a +2 circumstance bonus to AC against the triggering attack.
  • Speed25 feet,
  • Melee shortsword 10 (agile, finesse, versatile S) Damage1d6+4 piercing claw 10 (agile, finesse) Damage1d6+2 slashing jaws 10 (finesse) Damage1d8+2 piercing plus curse of the wererat
  • Ranged hand crossbow 10 (range increment 60 feet, reload 1) (range 60)Damage1d6 piercing
  • Change Shape (concentrate, polymorph, primal, transmutation) Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet. The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster’s transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn’t gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
  • Curse of the Wererat (curse, necromancy, primal) Saving Throw: DC 18 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wererat until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
  • Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the wererat must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increase its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the wererat returns to humanoid form and is fatigued for 2d4 (2d4) hours.
  • Sneak Attack The wererat deals 1d6 (1d6) extra precision damage to flat-footed creatures.