Wererat, Human Form | CR 2 |
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Always LE Medium Humanoid (Human, Shapechanger) Init +0; Senses low-light vision, scent; Listen +4, Spot +4 Languages —; rat empathy |
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AC 15, touch 10, flat-footed 15; Dodge hp 12 (1 HD) Fort +5, Ref +2, Will +4 |
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Speed 30 ft., Melee Rapier +2 (1d6+1/18-20) Ranged Light crossbow +1 (1d8/19-20) Space 5 ft.; Reach 5 ft. Base Atk +1; Grp +2 Special Actions alternate form |
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Abilities Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 Feats Alertness, Dodge, Iron Will, Weapon Finesse Skills Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 Advancement By character class Level adjustment +3 |
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Alternate Form (Su) A wererat can assume a bipedal hybrid form or the form of a dire rat.
Curse of Lycanthropy (Su) Any humanoid or giant hit by a wererat's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Disease (Ex) Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Rat Empathy (Ex) Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.
Skills A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Wererats have a +8 racial bonus on Swim checks from their dire rat form.
Feats Wererats gain Weapon Finesse as a bonus feat. |