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