pathfinder-2-sqlite-MIRROR/data/monsters/Wererat.yaml

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ability_mods:
cha_mod: 1
con_mod: 2
dex_mod: 4
int_mod: 0
str_mod: 2
wis_mod: 2
ac: 19
ac_special: null
automatic_abilities:
- description: he wererat can communicate with rodents.
name: Rat Empathy
traits:
- divination
- primal
description: Wererats tend to be selfishly opportunistic, avaricious, and paranoid
as a result of their curse. Because wererats typically dwell in metropolitan areas
where they can hide in plain sight, practically any city-goer could be a wererat
in disguise—from the quiet shopkeep to the city's criminal mastermind. The bustle
of crowds and countless rat-holes make ghettos and shantytowns favored homes for
wererats, especially since in these poorer districts the wererat can kill out of
greed or fear with little chance of the authorities noticing. In some cities, wererats
operate entire thieves' guilds or organized crime rings, and membership requires
willfully submitting to the wererat's cursed bite. Wererats look very similar to
ratfolk when in hybrid form, apart from potential differences in size, but ratfolk
have no love for these monsters.
divine_spells: null
hp: 45
immunities: null
innate_spells: null
items:
- hand crossbow (20 bolts)
- leather armor
- shortsword
languages:
- Common
level: 2
melee:
- action_cost: One Action
damage:
formula: 1d6+4
type: piercing
name: shortsword
to_hit: 10
traits:
- agile
- finesse
- versatile S
- action_cost: One Action
damage:
formula: 1d6+2
type: slashing
name: claw
to_hit: 10
traits:
- agile
- finesse
- action_cost: One Action
damage:
formula: 1d8+2 plus curse of the wererat
type: piercing
name: jaws
to_hit: 10
traits:
- finesse
name: Wererat
perception: 8
proactive_abilities:
- action_cost: One Action
description: Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed
30 feet, climb 10 feet.
name: Charge Shape
traits:
- concentrate
- polymorph
- primal
- transmutation
- description: This curse affects only humanoids. **Saving Throw** DC 18 Fortitude
save. On each full moon, the cursed creature must succeed at another Fortitude
save or turn into a wererat until dawn. The creature is under the GM's control
and goes on a rampage for half the night before falling unconscious until dawn.
name: Curse of the Wererat
traits:
- curse
- necromancy
- primal
- description: When a full moon appears in the night sky, the wererat must enter hybrid
form, can't Change Shape thereafter, becomes one size larger, increases its reach
by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the
sun rises, the wererat returns to humanoid form and is fatigued for 2d4 hours.
name: Moon Frenzy
traits:
- polymorph
- primal
- transmutation
- description: The wererat deals 1d6 extra precision damage to flat-footed creatures.
name: Sneak Attack
traits: null
ranged:
- action_cost: One Action
damage:
formula: 1d6
type: piercing
name: hand crossbow
to_hit: 10
traits:
- range increment 60 feet
- reload 1
resistances: null
saves:
fort: 6
ref: 10
will: 8
saves_special:
fort: null
ref: null
will: null
senses:
- low-light vision
- scent (imprecise) 30 feet
skills:
Acrobatics: 8
Athletics: 6
Deception: 5
Society: 4
Stealth: 8
skills_special: null
speed:
- amount: 25
type: Land
spell_attack_to_hit: null
spell_dc: null
traits:
- LE
- Medium
- Beast
- Human
- Humanoid
- Werecreature
type: Creature