Wererat, Human FormCR 2

Always LE Medium Humanoid (Human, Shapechanger)

Init +0; Senses low-light vision, scent; Listen +4, Spot +4

Languages —; rat empathy

AC 15, touch 10, flat-footed 15; Dodge
(+2 natural, +2 leather, +1 buckler)

hp 12 (1 HD)

Fort +5, Ref +2, Will +4

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

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

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.