Feral Wererat
Medium natural humanoid (shapechanger), human
Level 5 Skirmisher XP 200

HP 54; Bloodied 27Initiative +9
AC 19, Fortitude 18, Reflex 16, Will 15Perception+9
Speed 6, climb 4 (rat or hybrid form only)Low-light vision

Traits

Regeneration

The wererat regains 5 hit points whenever it starts its turn and has at least 1 hit point. When the wererat takes damage from a silvered weapon, its regeneration does not function on its next turn.

Standard Actions

Dagger (weapon) At-Will

Requirement: The wererat must be in human or hybrid form.

Attack: Melee 1 (one creature); +10 vs. AC

Hit: 2d4 + 6 damage, or 4d4 + 6 if the wererat has combat advantage against the target.

Bite (disease) At-Will

Requirement: The wererat must be in rat or hybrid form.

Attack: Melee 1 (one creature); +10 vs. AC

Hit: 1d6 + 5 damage. If the target is granting combat advantage to the wererat, it also takes ongoing 5 damage (save ends). At the end of the encounter, the target makes a saving throw. On a failure, the target contracts feral wererat filth fever (stage 1).

Move Actions

Rat Scurry At-Will

Requirement: The wererat must be in rat form.

Effect: The wererat shifts up to its speed.

Minor Actions

Change Shape (polymorph) At-Will

Effect: The wererat alters its physical form to appear as a Tiny rat, or a Medium unique human or hybrid.

Skills Bluff +8, Stealth +12
Str 11 (+2)                Dex 20 (+7)                Wis 14 (+4)
Con 16 (+5)                Int 14 (+4)                Cha 12 (+3)

Alignment Evil        Languages Common
Equipment: dagger .

Published in Dungeon Magazine 185.