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Wererat

Creature 2 — beast, human, humanoid, werecreature

FlankerSniperLANDbeasthumanhumanoidwerecreature

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; low-light-vision, scent (imprecise) 30 feet
Languages common; Rat Empathy
Skills acrobatics +8, athletics +6 (+8 to Climb or Swim), deception +5, society +4, stealth +8
Str
+2
Dex
+4
Con
+2
Int
+0
Wis
+2
Cha
+1
Items Hand Crossbow, Shortsword, Leather Armor
AC 19 Fort +6 Ref +10 Will +8
HP 45
Weaknesses silver 5
Speed 25 feet

Offense

Melee Shortsword (agile, finesse, versatile-s) +10, Damage 1d6+4 piercing
Ranged Hand Crossbow (reload-1) +10, range increment 60 feet, 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.

The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
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.

WORKS WELL WITH

AnvilLANDA frontline tank ties down a target so the wererat can slip to the flank and land Sneak Attack against an Off-Guard foe.
SnareLANDA controller that forces enemies prone or restrained hands the wererat guaranteed Off-Guard damage.
ShadeLANDA stealthy ambusher draws enemy attention away, opening lanes for the wererat's crossbow and blade to work unopposed.

PUNISHES

✖ low Reflex✖ isolated targets✖ melee reliance
Stacking with another Flanker crowds the same flank for Off-Guard damage and risks both losing priority on the same target.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

This stat block is Remaster content, used under the ORC License. Reserved Material and Product Identity remain the property of Paizo Inc.

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