Lycanthrope, Wererat, Dire Rat Form
Small Humanoid (good reflex) (Human, Shapechanger) — CR 2
Lycanthrope, Wererat, Dire Rat Form is a D&D 3.5 monster from MM, p. 171. CR 2, HD 1d8+1 plus 1d8+2 (12 hp).
- Hit Dice
- 1d8+1 plus 1d8+2 (12 hp)
- Initiative
- +3
- Speed
- Land 40 ft
- Armor Class
- 17, touch 14, flat-footed 14
- Base Attack / Grapple
- +1/-2
- Attack
- Bite +6 melee (1d4+1 plus disease)
- Full Attack
- Bite +6 melee (1d4+1 plus disease)
- STR
- 13
- DEX
- 17
- CON
- 14
- INT
- 10
- WIS
- 11
- CHA
- 8
- Fort / Ref / Will
- +6 / +5 / +4
- Challenge Rating
- 2
- Alignment
- Always Lawful-Evil
- Organization
- Solitary, pair, pack (6−10), or troupe (2−5 plus 5−8 dire rats)
- Treasure
- Standard
- Environment
- Any
- Level Adjustment
- +3
Special Abilities
Feats
Quick and feral, this humanoid is covered with matted brown fur and has a long, hairless tail. It carries a rapier in its paw, and its face is distinctly ratlike.
Description
Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms, such as thick, shaggy hair, pointed teeth, or long, strong fingers. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.
Evil lycanthropes often hide among normal folk, emerging in animal form at night (especially under a full moon) to spread terror and bloodshed. Good lycanthropes tend to be reclusive individuals, uncomfortable around large numbers of people. They often live alone in wilderness areas, far from villages and towns.
Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.
Combat
A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.
A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons.
Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.
In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.
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.
The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.