Wererat

Creature 2
  • Medium
  • beast
  • human
  • humanoid
  • werecreature
Perception
+8; low light vision, scent (imprecise) 30 feet
Languages
Common, Rat Empathy
Skills
Acrobatics +8, Athletics +6, Deception +5, Society +4, Stealth +8
Str +2, Dex +4, Con +2, Int +0, Wis +2, Cha +1
Items
hand crossbow, shortsword, leather armor, bolts (20)

Rat Empathy The wererat can communicate with rodents.

The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.

AC
19; Fort +6, Ref +10, Will +8
HP
45; Weaknesses silver 5

Nimble Dodge ⟲ Trigger A creature targets the wererat with an attack and the wererat can see the attacker;

Effect The wererat gains a +2 circumstance bonus to AC against the triggering attack.

Speed
25 feet

Melee ◆ shortsword +10 (agile, finesse, versatile s), Damage 1d6+4 piercing

Ranged ◆ hand crossbow +10 (reload 1), Damage 1d6 piercing

Change Shape ◆ (concentrate, polymorph, primal) • Human

• Melee fist +10 Damage 1d4+2 bludgeoning

• Rat

• Size small

• Speed 30 feet, climb 10 feet

The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.

In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.

In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.

Curse of the Wererat (curse, primal) This curse affects only humanoids.

Saving Throw DC 15 Fortitude

On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.

The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.

Moon Frenzy (polymorph, primal) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.

When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.

Effect: Moon Frenzy

Sneak Attack The wererat deals 1d6 extra precision damage to Off-Guard creatures.

Source: Pathfinder Monster Core

Running this fight? Add the wererat to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

ORC Notice. From Pathfinder Monster Core (© 2024 Paizo Inc.) and Monster Core 2 (© 2025 Paizo Inc.). This product is licensed under the ORC License held in the Library of Congress at TX 9-307-067 and available online at various locations including www.paizo.com/orclicense, www.azoralaw.com/orclicense and others. All warranties are disclaimed as set forth therein. "Pathfinder" is a trademark of Paizo Inc.; this site is not published, endorsed or approved by Paizo Inc.

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