Wererat (Archetype)
CR 2 humanoid
Senses: Perception 8, Low Light Vision, ScentThis special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location. A creature with the scent ability can follow tracks by smell with a perception check instead of using the Track skill.
Speed: Varies Skills: Acrobatics 8, Athletics 7, Deception 3, Insight 8, Intimidation 3, Stealth 8
Ability Scores: Str 15 (+3), Dex 17 (+7), Con 16 (+4), Int 10 (+1), Wis 16 (+4), Cha 6 (-1)
INIT: +3 CP: +1 HP: 20 (2d8+8) SA: -- DC: 15
AC: 19 Touch: 14 Flat-footed: 15 [+4 Dodge, +5 Natural]
SR: -- Vulnerable: -- Resistant: -- Bypass: Silver, Magical Weapons
Immunity: Weapons Effect Immunity: --
Evasion (ex) - Any time the creature makes a successful Dex save against an attack that normally deals half-damage for success, the creature instead takes no damage.
Rat Empathy (ex) - This creature can communicate and empathize with rats and can use Deception as if it were Persuasion to change a jackal's attitude, rolled at advantage.
Attacks
- Melee - 1 x Shortsword +4 (1d6+2/19-20). Reach: 5 ft.
- Melee (Natural) - 1 x bite +3 (1d4+1 plus disease and curse of lycanthropy; DC 15). Reach: 5 ft. Disease - (Filth Fever) Onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Str damage; cure 2 consecutive saves. Werebear (Hybrid Form) - The target of this attack must make a Con save or be inflicted with lycanthropy.
- Ranged - 1 x light crossbow +4 (1d8/19-20/x3). Range: 60/120/200
Change Shape (su) - As a lycanthrope, as a standard action, this creature can change shape between its human, hybrid, and animal form.
This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.
Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous twitches. Males often have thin, ragged moustaches. Wererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them especially good at thieving and spying, and in many cities the thieves' guild employs numerous wererat members.
Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous twitches. Males often have thin, ragged moustaches. Wererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them especially good at thieving and spying, and in many cities the thieves' guild employs numerous wererat members.