Wererat

Monster Manual (2025) p. 325

Size
Small
Type
monstrosity
Alignment
lawful evil
AC
13
Initiative
3
Hit Points
60 (11d8+11)
Speed
walk 30 ft., climb 30 ft.
Skills
Stealth +5, Perception +4
Senses
darkvision 60 ft.
Passive Perception
14
Languages
Common (can't speak in rat form)
Challenge
2
Lineage
Werebeast
Environment
forest, urban
STR
10
+0
DEX
16
+3
CON
12
+1
INT
11
+0
WIS
10
+0
CHA
8
−1

Traits

Proficiency Bonus

+2

Gear

Hand Crossbow

Treasure

Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

Size

Small, Medium

Actions

Multiattack

The wererat makes two attacks, using Scratch or Hand Crossbow in any combination. It can replace one attack with a Bite attack.

Bite (Rat or Hybrid Form Only)

Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Wererat under the DM's control and has 10 Hit Points. Success: The target is immune to this wererat's curse for 24 hours.

Scratch

Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Hand Crossbow (Humanoid or Hybrid Form Only)

Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Piercing damage.

Shape-Shift (Bonus Action)

The wererat shape-shifts into a Medium rat-humanoid hybrid or a Small rat, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Other data

description

Wererats can shape-shift from their humanoid forms into giant rats or humanoid-rat hybrids. These creatures can transform voluntarily, but some are magically compelled to shape-shift when exposed to complete darkness or during nights of a new moon. Often, wererats' nature results from a divine curse—punishment for their deceitful natures or the crimes of their treacherous families. Wererats frequently work in groups, forming bandit gangs or thieves' guilds.