Basic Rules

Armor Class 12 (Natural)

Hit Points 33 (6d8+6)

Speed walk 30 ft.

STR DEX CON
10 (0) 15 (+2) 12 (+1)
INT WIS CHA
11 (0) 10 (0) 8 (-1)

Saving Throws

Skills Perception +2, Stealth +4

Damage Immunities Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren'T Silvered

Senses Passive Perception 12

Languages Common

Challenge 2 (450 XP)

Proficiency Bonus +2

Traits

Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The wererat makes two attacks, only one of which can be a bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.