Umbermoor Wererat
Medium humanoid (human, shapechanger), neutral evil
Armor Class 14 (leather armor)
Hit Points 68 (8d8 + 32)
Speed 30 ft., climb 20 ft., swim 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 16 (+3) | 11 (+0) | 12 (+1) | 10 (+0) |
Saving Throws Dex +5, Con +5
Skills Perception +3, Stealth +5, Survival +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft. (rat form only), passive Perception 13
Languages Common, Undercommon (can’t speak in rat form)
Challenge 4 (1,100 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 humanoid form. Its statistics are the same in each form. It reverts to its true form if it dies.
The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Ambusher.
The wererat has advantage on attack rolls against a creature if at least one ally of the wererat is within 5 feet of the creature and isn’t incapacitated.
Sewer Runner.
The wererat can move through a space as narrow as 1 inch wide without squeezing and has advantage on Dexterity (Stealth) checks made to hide in dim light, shadow, or confined tunnels.
Actions
Multiattack (Humanoid or Hybrid Form Only).
The wererat makes two melee attacks (or one melee and one ranged attack).
Bite (Rat or Hybrid Form Only).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only).
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Shortbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Bonus Action — Gnaw and Latch (Hybrid Form Only).
After hitting a creature with a bite, the wererat can latch onto it. While latched, the target’s speed is reduced by 10 ft., and the wererat automatically deals 3 (1d6) piercing damage at the start of its next turn unless it lets go (no action required). The wererat can’t bite another target while latched.
Reactions
Sewer Retreat.
When the wererat takes damage, it can move up to half its speed toward the nearest pipe, grate, or body of water without provoking opportunity attacks.
- An Umbermoor Wererat is part of a warren of lycanthropes that haunt the canals and vast sewer system of North Umbermoor. Despite the profitability of the great oil wells within the steaming bogs, Umbermoor remains a hazardous backwater in part of the wererats that will grab unwary workers and civilians, sometimes to turn, sometimes for food, and sometimes for sport.
- They, along with the undead, are a common target for hunters like Black Leaf. Like all lycanthropes, they are only truly slain when struck by silver or magical weapons, however, fire also scares and harms them, but does not truly kill them. A 'dead' wererat from fire will slowly and painfully heal.
- In addition to their bites, these warren dwelling killers will use sword, dagger, and sometimes bow, although they prefer melee to work in their ghastly business.

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