Size:
± Medium
Type:
± Humanoid
Form:
± ... that walks like a man
Temper:
# App:
± 1d8, Wild 2d8, Lair 2d8
Lair:
Diet:
± carnivore
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 40'
Climb/Arboreal:
± 10
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite
Circumstance: Combat
1 bite
Special
Shapeshifting
Can assume the form of a giant rat or an intermediate ratman form.
Special
Ratman Form
The ratman form shares the animal form's immunity to normal weapons, and can deliver an identical bite, but in this form the wererat may use a normal weapon instead of biting. Note that the wererat in ratman form cannot bite and use a weapon in the same round.
Environments
city
A thin, wiry lycanthrope that can assume the form of a giant rat or ratman
A wererat in human form tends to be a thin, wiry individual of shorter than average height, with eyes constantly darting around. A wererat's nose and mouth may twitch if he or she is excited. Males often wear thin, ragged mustaches.
In addition to assuming the form of a giant rat, wererats can assume an intermediate form (a "ratman"). The ratman form shares the animal form's immunity to normal weapons, and can deliver an identical bite, but in this form the wererat may use a normal weapon instead of biting. Note that the wererat in ratman form cannot bite and use a weapon in the same round.
Unlike most lycanthropes, wererats prefer to inhabit civilized areas, particularly cities. They frequently lair in sewers or other underground areas, coming out by night to steal from or kill city folk.
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 bite or weapon
1-4 or by weapon
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
Action
Bite (Rat or Hybrid Form Only)
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.
Action
Hand Crossbow (Humanoid or Hybrid Form Only)
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Action
Multiattack (Humanoid or Hybrid Form Only)
The wererat makes two attacks, only one of which can be a bite.
Action
Shortsword (Humanoid or Hybrid Form Only)
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Special
Keen Smell
The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Special
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.
This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.
5e SRD
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
city
Action
weapon
1 * bite (1d4) or 1 * weapon (1d6 or by weapon)
Special
Human form
Have physical characteristics reminiscent of the associated animal type.
Special
Mundane damage immunity
In animal form, can only harmed by silver weapons or magic.
Special
Languages
In human form, can speak normally. In animal form, can only speak with animals of the associated type.
Special
Armour
Not used because it hinders shape-changing.
Special
Summon animals
Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.
Special
Wolfsbane
If hit, must save versus poison or flee in terror.
Special
Reversion
If killed, a lycanthrope reverts to its human form.
Special
Scent
Horses and some other animals can smell lycanthropes and will become afraid.
Special
Infection
A character who loses more than ½ their hit points from lycanthropes' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.
Special
Surprise
On a 1-4; set ambushes.
Special
Languages
Can speak Common in both forms.
Special
Weapons
May also use weapons in animal form.
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Uncommon
city
Offense
1 Attack
Circumstance: Combat
1d8 (sword)
Offense
Special Attacks
Circumstance: Combat
Surprises on 1-4 in 6
Defense
Special Defenses
Circumstance: Combat
Hit only by silver or magic weapons
Treasure
Treasure: 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (25%), any 2 magic items (10%)
Special
Surprise
Stealthy and surprise on 1-4 in 6.
Special
Shapechange
Can assume any of three forms: human, giant rat, or man-rat.
Special
Summon Rats
May summon and control 2d6 giant rats.
Intelligent, humanoid rats who can change into normal humans
The horrid ratmen infest the underground sewers and catacombs under large cities. They are stealthy and surprise on a 1-4. They can assume any of three forms: human, giant rat, or man-rat. In human or man-rat form, they often arm themselves with swords, but prefer to lure unsuspecting individuals into traps where the victim may be held for ransom or later meals. A wererat may summon 2d6 giant rats and control them. Rumours persist of a city of black wererats on a remote shore; the more fanciful tales suggest the black wererats may have powerful spell casters among their number who can magically affect the phases of the moon.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) Human with fist +10 for 1d4+2 bludgeoning, or Small rat with Speed 30 feet, climb 10 feet.
Ability
Curse of the Wererat
(curse, necromancy, primal) 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.
Ability
Moon Frenzy
(polymorph, primal, transmutation) 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.
Ability
Nimble Dodge
Circumstance: Trigger: The wererat is targeted with a melee or ranged attack by
The wererat gains a +2 circumstance bonus to AC against the triggering attack.
Ability
Rat Empathy
(divination, primal) The wererat can communicate with rodents.
Ability
Sneak Attack
The wererat deals 1d6 extra precision damage to flat-footed creatures.
Offense
Melee
Circumstance: combat round (melee)
shortsword +10 [+6/+2] (agile, finesse, versatile S), Damage 1d6+4 piercing
Offense
Ranged
Circumstance: combat round (ranged)
hand crossbow +10 [+5/+0] (range increment 60 feet, reload 1), Damage 1d6 piercing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Werecreature
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Item
hand crossbow (20 bolts)
leather armor
shortsword
Language
Common
rat empathy
Perception
low-light vision
scent (imprecise) 30 feet
Weakness
silver 5
Actions/Abilities/Traits: Pathfinder 2e
This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail.
5e SRD
A thin, wiry lycanthrope that can assume the form of a giant rat or ratman
A wererat in human form tends to be a thin, wiry individual of shorter than average height, with eyes constantly darting around. A wererat's nose and mouth may twitch if he or she is excited. Males often wear thin, ragged mustaches.
In addition to assuming the form of a giant rat, wererats can assume an intermediate form (a "ratman"). The ratman form shares the animal form's immunity to normal weapons, and can deliver an identical bite, but in this form the wererat may use a normal weapon instead of biting. Note that the wererat in ratman form cannot bite and use a weapon in the same round.
Unlike most lycanthropes, wererats prefer to inhabit civilized areas, particularly cities. They frequently lair in sewers or other underground areas, coming out by night to steal from or kill city folk.
Basic Fantasy Role-Playing Game
Shapechangers with a human and an animal form.
OSE
Intelligent, humanoid rats who can change into normal humans
The horrid ratmen infest the underground sewers and catacombs under large cities. They are stealthy and surprise on a 1-4. They can assume any of three forms: human, giant rat, or man-rat. In human or man-rat form, they often arm themselves with swords, but prefer to lure unsuspecting individuals into traps where the victim may be held for ransom or later meals. A wererat may summon 2d6 giant rats and control them. Rumours persist of a city of black wererats on a remote shore; the more fanciful tales suggest the black wererats may have powerful spell casters among their number who can magically affect the phases of the moon.
OSRIC