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Wererat

Creature 2 — beast, human, humanoid, werecreature

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 lit

Source: pathfinder-monster-core

Perception +8
Skills acrobatics +8, athletics +6, deception +5, society +4, stealth +8
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
+1
AC 19 Fort +6 Ref +10 Will +8
HP 45
Weaknesses silver 5
Speed 25 feet

Offense

Melee Shortsword +10, Damage 1d6+4 piercing
Ranged Hand Crossbow +10, Damage 1d6 piercing

Abilities

Rat Empathy — The wererat can communicate with rodents. The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
Nimble Dodge
Change Shape (concentrate, polymorph, primal) — Human Melee fist +10 Damage 1d4+2 bludgeoning Rat Size small Speed 30 feet, climb 10 feet The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape. In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes. Change Shape
Curse of the Wererat (curse, primal) — This curse affects only humanoids. Saving Throw DC 15 Fortitude On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy (polymorph, primal) — When a full moon appears in the night sky, the werecreature 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 werecreature returns to humanoid form and is Fatigued for 2d4 hours.
Sneak Attack — The wererat deals 1d6 extra precision damage to Off-Guard creatures.

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