Wererat Lord (5e Creature)

Wererat Lord

Medium humanoid (human, shapechanger), lawful evil


Armor Class 14 in humanoid form, 16 in dread rat or hybrid form (natural armour)
Hit Points 97 (15d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 14 (+2) 12 (+1) 12 (+1)

Saving Throws Dex +8, Con +6, Wis +5
Skills Animal Handling +9, Deception +9, Perception +5, Stealth +12, Survival +5
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Condition Immunities charmed, frightened, paralyzed
Senses darkvision 60 ft., passive perception 15
Languages Common (can't speak in rat form)
Challenge 10 (5,900 XP)


Shapechanger. The wererat can use its action to polymorph into a Large rat-humanoid hybrid or into a dread 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.

Savage Attacker. The wererat can reroll damage dice and take the higher of the two rolled.

Cleaver. When the wererat reduces a creature to 0 hit points, it can make one additional melee attack against a creature within reach.

Speak with Rats. The wererat can communicate with rats and rat-like creatures as if they shared a language.

Natural Weapon Mastery. The wererat adds its proficiency bonus to the damage rolls for its bite and claw attacks (included in the attacks).

ACTIONS

Multiattack. The wererat makes three attacks: one with its bite and two with its claws or hand crossbow.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wererat lycanthropy.

Claw (Rat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

+2 Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +10 to hit, range 30/120, one target. Hit: 9 (1d6 + 6) piercing damage plus 14 (4d6) poison damage.


Wererat lords are deceptive and sneaky. They are the rogues of the lycanthropes. Wererat lords are wererats who have lived with their lycanthropy for centuries and have embraced it, becoming deceptive and manipulative.


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gollark: Then try and park as soon as possible and/or turn over control to a human.
gollark: Object recognition is already a... capability which exists.
gollark: I think you can detect children and balls without massively advanced "AI" stuff now.
gollark: As long as they can automatically drive through big urban centers, and they can get cities on board, it would probably do the job.
gollark: Instead of trying to make them work *everywhere*, and having massively overspecced batteries for most journeys.
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