Monsters / Wererat (Hybrid Form)

Wererat (Hybrid Form)

CR - - LE Medium Humanoid

Stat block

AC19 (touch 14, flat-footed 15)HP20 (2d8+8)SavesFort +3, Ref +6, Will +3Meleeshort sword +4 (1d6+2/19-20), bite -1 (1d4+1 plus disease and curse of lycanthropy; DC 15)Rangedlight crossbow +4 (1d8/19-20)Speed30 ft.AbilitiesStr 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6BAB / CMB / CMD+1 / +3 / 17Senseslow-light vision, scent; Perception +8
DR 10/silver

Combat brain - every behavior cites its line (3 rules)

Built only from this entry: stat-block special attacks, the printed Int score, the creature type, its feats and senses, and the behavioral prose of its own description. Nothing invented - an uncited behavior is a test failure.

skirmisher (from feats)
feats: Weapon Finesse - fights on Dex, favors angles over exchanges
targets-weakest (from alignment)
alignment LE, Int 10 - picks off the wounded and the unarmored first
holds-line (from alignment)
alignment LE, Int 10 - disciplined: keeps formation, never chases alone

On-hit riders and breath

sneak attack1d6

From the entry

The save DC is Constitution-based. Bite: Natural wererats tend to be short and wiry, with constantly darting eyes and frequent nervous twitches. Males often have thin, ragged moustaches. Wererats prefer cities where they can blend in with the humanoid and rat population. Their abilities make them especially good at thieving and spying, and in many cities the thieves' guild employs numerous wererat members.