Talewrite

Wererat, Rat Form

Medium humanoid (human), lawful evil · 2014 rules, SRD 5.1

Armor Class
12 (natural)
Hit Points
33 (6d8+6)
Speed
30 ft.
STRDEXCONINTWISCHA
10 (+0)15 (+2)12 (+1)11 (+0)10 (+0)8 (-1)
Skills
Perception +2, Stealth +4
Senses
darkvision 60 ft., passive perception 12
Languages
—
Challenge
2 (450 XP)

Traits

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.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

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.

Also in the 2024 rules (SRD 5.2).

This page includes material from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC, licensed under the Creative Commons Attribution 4.0 International License (https://creativecommons.org/licenses/by/4.0/legalcode).