Wererat (Hybrid Form)
Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous twitches. Males often have thin, ragged moustaches.
Wererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them especially good at thieving and spying, and in many cities the thieves' guild employs numerous wererat members.
- HP
- 20 (2d8+8)
- AC
- 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
- Speed
- 30 ft.
- Init
- +3
- Melee
- short sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy; DC 15)
- Ranged
- light crossbow +4 (1d8/19-20)
- BAB
- +1
- CMB
- +3
- CMD
- 17
- Fort
- +3
- Ref
- +6
- Will
- +3
- DR
- 10/silver
- Defensive Abilities
- evasion
Weapons: Simple
sneak attack +1d6
change shape (human, hybrid, and dire rat; polymorph)
rogue talents (fast stealth)
lycanthropic empathy (rats and dire rats)
trapfinding
<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</p>
<p class="stat-block-1"> With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.</p>
Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7
-
Uses feat: Dodge (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Finesse (Feat)House/Core — covered by the site's Section 15.
Loading references...