← Monsters

Wererat

Medium Humanoid lawful evil

Armour class
12
Hit points
33 (6d8+6)
Speed
walk 30 ft.
Challenge
2
  • STR 10 (+0)
  • DEX 15 (+2)
  • CON 12 (+1)
  • INT 11 (+0)
  • WIS 10 (+0)
  • CHA 8 (-1)
Senses
darkvision 60 ft., passive Perception 12
Languages
Common (can't speak in rat form)

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

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.

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.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Multiattack. The wererat makes two attacks, only one of which can be a bite.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

System Reference Document 5.1 · Creative Commons Attribution 4.0

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