Wererat
Medium · Humanoid · CR 2

- Type
- Humanoid
- Size
- Medium
- Alignment
- lawful evil
- Armour class
- 12
- Hit points
- 33 (6d8+6)
- Initiative
- +2
- Speed
- 30 ft.
- Skills
- Perception +2, Stealth +4
- Damage immunities
- bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Common (can't speak in rat form)
- Challenge
- 2 (450 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 10 (+0) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 8 (-1) |
Traits
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.
Actions
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.
This monster is different in the other edition
| What | 2014 | 2024 |
|---|---|---|
| Armour class | 12 | 13 |
| Hit points | 33 | 60 |
| Size | Medium | Small |
| Type | Humanoid | Monstrosity |
Read the other edition's version · Everything that changed for monsters