Wererat (Human Form)
CR: 2 XP: 600
LE Medium humanoid (human, shapechanger)
Init: +2 Senses: low-light vision, scent Perception: +8
Defense
AC: 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural)
hp: 20 (2d8+8)
Fort: +3 Ref: +6 Will: +3
Defensive Abilities: evasion
DR: 10/silver
Offense
Speed: 30 ft.
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)
Special Attacks: sneak attack +1d6
Statistics
Str: 15 Dex: 17 Con: 16 Int: 10 Wis: 16 Cha: 6
Base Atk: +1 CMB: +3 CMD: 17
Feats: Dodge, Weapon Finesse
Skills: Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7
SQ: change shape (human, hybrid, and dire rat; polymorph), rogue talents (fast stealth), lycanthropic empathy (rats and dire rats), trapfinding
Languages: Common
Ecology
Environment: any urban
Organization: solitary, pair, pack (5–10), or guild (11–30 plus 5–12 dire rats)
Treasure: NPC gear (masterwork studded leather, short sword,, light crossbow with 20 bolts, other treasure)
Description
Human natural wererat rogue 2 (augmented humanoid)
Wererat (Hybrid Form) LE Medium humanoid (human, shapechanger) Init +3; Senses low-light vision, scent; Perception +8 Disease (Ex) Filth fever: Bite—injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
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. This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail. Lycanthrope–Lycanthrope, Wererat
