Wererats
Wererats are malevolent humanoid creatures cursed with a chilling affliction that forces them to straddle the boundary between human and beast. Once regular individuals leading ordinary lives, these unfortunate souls found themselves ensnared by the enigmatic ratoids, a subterranean race of rat-like beings, known for their sinister rituals and malefic incantations. As victims of the ratoids' dark magic, they were forever changed, bearing a curse that compels them to undergo a grotesque metamorphosis each night, transforming them into wererats.
The transformation is painful. Bones elongate, muscles contort, and skin is overtaken by coarse fur, leaving the afflicted individual a fusion of man and rat. Their senses, particularly their sense of smell and hearing, become remarkably acute, rivalling those of the very rats they resemble. Their newfound agility and strength are matched by an insatiable hunger, driving them to seek out food, particularly in the dark and damp corners of cities or the wilderness. It is said that a wererat can hear the scuttle of a beetle from a distance or sniff out hidden caches of food buried deep underground.
Tier 1
Lesser Wererat
Medium, Beast/ Monstrosity
Tier 1, Challenge Point 4, XP: 4
Attributes
AC 12 AP 2 HP 28 Posture 16
- Damage Immunities: Poison
- Passive Insight/ Perception 14
- Senses Darkvision
- Language None
Movement
Base/ Climb 30 Swim 15 Dash 30 Stats + Skills
STR +4 DEX +4 INT -3 WIS +4 CHA -3
- LU -1: Luck Points: 0; Critical Fail: 1
Abilities
- Monstrosity Regeneration You regain 1d4 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
Actions (1)
- Bite Hit +4, Dmg 1d8 thrust + 1d8 poison
- Armor Piercer: You ignore 2 AP
Tier 2
Wererat
Large, Beast/ Monstrosity
Tier 2, Challenge Point 8, XP: 16
Attributes
AC 15 AP 2 HP 55 Posture 31
- Damage Immunities: Poison
- Passive Insight/ Perception 17
- Senses Darkvision
- Language None
Movement
Base/ Climb 35 Swim 20 Dash 40 Stats + Skills
STR +7 DEX +7 INT -2 WIS +7 CHA -3
- LU -1: Luck Points: 0; Critical Fail: 1
Abilities
- Monstrosity Regeneration You regain 1d4 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
- Putrid Aura At the start of your turn, all creatures within 20 feet of you must succeed on an Endurance Save (DC 15) or become Poisoned (1d6, 1 turn).
- A creature that is already Poisoned takes 1d6 poison damage instead.
Actions (2)
- Bite Hit +7, Dmg 1d8 thrust + 1d8 poison
- Armor Piercer: You ignore 2 AP
Tier 3
Blight Cursed Wererat
Large, Beast/ Monstrosity
Tier 3, Challenge Point 20, XP: 60
Attributes
AC 16 AP 2 HP 128 Posture 68
- Damage Immunities: Poison
- Passive Insight/ Perception 18
- Senses Darkvision
- Language None
Movement
Base/ Climb 45 Swim 25 Dash 50 Stats + Skills
STR +8 DEX +8 INT -2 WIS +8 CHA -3
- LU -1: Luck Points: 0; Critical Fail: 1
Villain Action
- Rat Presence At the start of each round, you can make 1 Ratoid appear on the battlefield.
Abilities
- Monstrosity Regeneration You regain 2d4 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
- Putrid Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 16) or become Poisoned (1d8, 1 turn).
- A creature that is already Poisoned takes 1d8 poison damage on a fail instead.
Actions (3)
- Bite Hit +8, Dmg 2d8 thrust + 1d8 poison
- Armor Piercer: You ignore 2 AP
- Summon Rats You make 1 Rat Swarm appear in the battlefield to aid you. They take their turn after you.
- Triumph: This Action has a limit of once per round.
Tier 4
Moon Cursed Wererat
Large, Aberration/ Beast/ Monstrosity
Tier 4, Challenge Point 40, XP: 160
Attributes
AC 17 AP 2 HP 249 Posture 129
- Damage Immunities: Poison
- Passive Insight/ Perception 19
- Senses Blind Senses
- Language None
Movement
Base/ Climb 45 Swim 25 Dash 50 Stats + Skills
STR +9 DEX +9 INT -2 WIS +9 CHA -3
- LU -1: Luck Points: 0; Critical Fail: 1
Villain Action
- Rat Presence At the start of each round, you can make 1 Rat Swarm appear on the battlefield.
- Otherworldly Howl When you roll for Initiative, you make an otherworldly howl. All creatures within 300 feet of you must make an Endurance Save (DC 17) or take 2d8 sonic damage on a fail, or half as much on a success. Any creature that takes this sonic damage must also succeed on an Insight Save (DC 17) or become Scared of you for 2 turns.
Abilities
- Maddening Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 17) or take 1d12 psychic damage and become Confused.
- Monstrosity Regeneration You regain 2d6 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
- Putrid Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Endurance Save (DC 17) or become Poisoned (1d12, 1 turn).
- A creature that is already Poisoned takes 1d12 poison damage on a fail instead.
Actions (3)
Bite Hit +9, Dmg 2d12 thrust + 1d12 poison
Armor Piercer: You ignore 2 AP
Summon Rats You make 2 Rat Swarms appear in the battlefield to aid you. They take their turn after you.
Triumph: This Action has a limit of once per round.
Tier 5
Moonlight Wererat
Large, Aberration/ Beast/ Monstrosity
Tier 5, Challenge Point 50, XP: 250
Attributes
AC 18 AP 2 HP 310 Posture 160
- Damage Immunities: Poison
- Passive Insight/ Perception 20
- Senses Blind Senses
- Language None
Movement
Base/ Climb/ Fly (Hover) 45 Swim 25 Dash 50 Stats + Skills
STR +10 DEX +10 INT -2 WIS +10 CHA -3
- LU -1: Luck Points: 0; Critical Fail: 1
Villain Action
Rat Presence At the start of each round, you can make 1d4 Rat Swarm appear on the battlefield.
Otherworldly Howl When you roll for Initiative, you make an otherworldly howl. All creatures within 300 feet of you must make an Endurance Save (DC 18) or take 4d8 sonic damage on a fail, or half as much on a success. Any creature that takes this sonic damage must also succeed on an Insight Save (DC 18) or become Scared of you for 2 turns.
Villain Save: If you fail a Save, you can succeed it instead. However, the curse weakens making you recover a bit of your consciousness, leaving you Confused. You cannot use this Villain Save again while Confused.
Abilities
- Maddening Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Insight Save (DC 18) or take 1d12 psychic damage and become Confused.
- Monstrosity Regeneration You regain 2d8 HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
- Putrid Aura At the start of your turn, all creatures within 60 feet of you must succeed on an Endurance Save (DC 18) or become Poisoned (1d12, 1 turn).
- A creature that is already Poisoned takes 1d12 poison damage on a fail instead.
Actions (3)
- Tentacle Bite Hit +10, Dmg 2d12 thrust + 1d12 poison
- Armor Piercer: You ignore 2 AP
- Brain Eat: If you deal damage to HP, the target takes 1d12 brain damage and starts Bleeding (1d12)
- Summon Rats You make 2d4 Giant Rats appear in the battlefield to aid you. They take their turn after you.
- Triumph: This Action has a limit of once per round.