Wererat
Humanoid cursed to shapeshift into an intelligent giant rat.
Hit Dice | 3* (13hp) |
Armor Class | 12 (10 in humanoid form) |
Attacks | +2: 1 @ 1d4 (bite) or 1 @ 1d8 (sword or other weapon) |
Movement | 40’ |
Saving Throws | D12 W13 P14 B15 S16 (3) |
Morale | 8 |
Alignment | Chaotic |
XP | 50 |
- When encountered, 66% (4-in-6) chance of having stealth / surprise.
- Prone to ambushing targets.
- Can speak common in all forms.
Werebeast
- Immune to damage from mundane, non-silver weapons.
- When hit with wolfsbane, must Save vs Poison or flee, as with the Scare spell.
- While not in contact with silver or wolfsbane, heals 1 hp at the end of each combat round in which they take no damage.
- Capable of shifting between (natural) humanoid form, animal form, and a hybrid form.
- Takes one combat round to shift form, can attack as new form at end of round.
- Must change into and remain in hybrid or animal form during a full moon.
- Cannot wear armor, as it limits their ability to shapeshift.
- Cannot use beak, bite, claw, or talon attacks when in humanoid form.
- Humanoid form usually retains some characteristics from animal form.
- While in animal form, can only speak with animals of that type (unless otherwise noted).
- Cannot use weapons while in animal form.
- May summon 1d2 animals associated with their animal form from the surrounding area.
- Animals arrive in 1d4 rounds.
- When killed in animal or hybrid form, reverts to humanoid form.
- Can smell other werebeasts.
- Some animals can smell werebeasts, and are afraid of them.
Infection
When a humanoid loses more than 1/2 of their max hit points from the natural attacks of a werebeast (ex: bite or claw), they must Save vs Poison or become infected with therianthropy.
- The disease takes 2d12 days to fully infect, with signs of infection appearing halfway through.
- Humanoids become the same type of werebeasts (and are typically run by the referee, at least while transformed).