Wererat Lord Working Draft
Lycanthrope, Wererat Lord
Wererat Lord, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d6+1 plus 3d10+12 (33 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +2 natural, +2 leather, +1 buckler) touch 12, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Rapier +5 melee (1d6+2/18–20) or heavy crossbow +5 ranged (1d10/19–20)
Full Attack: Rapier +5 melee (1d6+2/18–20) or heavy crossbow +5 ranged (1d10/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command cursed wererat, sneak attack +1d6, summon ratkin
Special Qualities: Alternate form, damage reduction 5/silver, low-light vision, rodent empathy, scent, speak with rats, trapfinding
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 14, Dex 15, Con 13, Int 14, Wis 12, Cha 10
Skills: Bluff +4* (+8 vs ratkin), Climb +10, Disable Device +6, Escape Artist +6, Hide +13, Intimidate +4* (+8 vs ratkin), Listen +10, Move Silently +13, Search +6, Sleight of Hand +6, Spot +10, Swim +10, Tumble +6
Feats: Alertness (B), Improved Initiative, Iron Will (B), Multiattack (B), Point Blank Shot, Stealthy (B), Weapon Finesse (B)
Environment: Urban and underground
Organization: Solitary, pack (2-8), infestation (2-8 plus 4-16 wererats), troupe (2-8 plus 11-20 dire rats or rat swarms) or clan (2-16 plus one 5th-8th clan level leader and 6-24 wererats and 2-40 dire rats or rat swarms)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3
Wererat Lord, Dire Rat Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d6+1 plus 3d10+12 (33 hp)
Initiative: +9
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Bite +8 melee (1d6+6 plus curse of the ratlord)
Full Attack: Bite +8 melee (1d6+6 plus curse of the ratlord)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command cursed wererat, curse of the ratlord, sneak attack +1d6, summon ratkin
Special Qualities: Alternate form, damage reduction 10/silver, low-light vision, rodent empathy, scent, speak with rats, trapfinding
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 18, Dex 21, Con 19, Int 14, Wis 12, Cha 10
Skills: Bluff +4* (+8 vs ratkin), Climb +12, Disable Device +9, Escape Artist +9, Hide +16, Intimidate +4* (+8 vs ratkin), Listen +10, Move Silently +16, Search +6, Sleight of Hand +9, Spot +10, Swim +12, Tumble +9
Feats: Alertness (B), Improved Initiative, Iron Will (B), Multiattack (B), Point Blank Shot, Stealthy (B), Weapon Finesse (B)
Environment: Urban and underground
Organization: Solitary, pack (2-8), infestation (2-8 plus 4-16 wererats), troupe (2-8 plus 11-20 dire rats or rat swarms) or clan (2-16 plus one 5th-8th clan level leader and 6-24 wererats and 2-40 dire rats or rat swarms)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3
Wererat Lord, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d6+1 plus 3d10+12 (33 hp)
Initiative: +9
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Rapier +8 melee (1d6+4/18–20) or bite +8 melee (1d6+6 plus curse of the ratlord) or heavy crossbow +8 ranged (1d10/19–20)
Full Attack: Rapier +8 melee (1d6+4/18–20) and bite +6 melee (1d6+2 plus curse of the ratlord); or heavy crossbow +8 ranged (1d10/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command cursed wererat, curse of the ratlord, sneak attack +1d6, summon ratkin
Special Qualities: Alternate form, damage reduction 10/magic or silver, low-light vision, rodent empathy, scent, speak with rats, trapfinding
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 18, Dex 21, Con 19, Int 14, Wis 12, Cha 10
Skills: Bluff +4* (+8 vs ratkin), Climb +12, Disable Device +9, Escape Artist +9, Hide +16, Intimidate +4* (+8 vs ratkin), Listen +10, Move Silently +16, Search +6, Sleight of Hand +9, Spot +10, Swim +12, Tumble +9
Feats: Alertness (B), Improved Initiative, Iron Will (B), Multiattack (B), Point Blank Shot, Stealthy (B), Weapon Finesse (B)
Environment: Urban and underground
Organization: Solitary, pack (2-8), infestation (2-8 plus 4-16 wererats), troupe (2-8 plus 11-20 dire rats or rat swarms) or clan (2-16 plus one 5th-8th clan level leader and 6-24 wererats and 2-40 dire rats or rat swarms)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3
Wererat lords are a powerful form of natural lycanthrope who regard themselves as the aristocratic rulers of wererat kind. Many ordinary wererats worship wererat lords with nearly religious devotion, but most wererat lords view their lesser kin as nothing but expendable pawns.
Wererat lords live by themselves or in small family groups surrounded by obedient (and usually dim-witted) servants, usually common wererats created by the wererat lord's infectious bite. They prefer to live in large settlements such as cities, where they can murder, devour and steal from humanoids while hiding in their midst. Their normal strategy is to take over a small guild or noble house by infecting all its members with lycanthropy, and then live in luxury off the labour and wealth of their infected slaves. Thieves guilds are a favorite target. They quickly move on to the next town once they've drained the neighbourhood of treasure or if the locals become too suspicious.
All known wererat lords have been human, but extraordinarily long lived ones - a wererat lord's lifespan is fully twice that of a normal human. Wererat lords are very rare, probably because they only produce more of their kind when they mate with another wererat lord.
COMBAT
Wererat lords are cowardly creatures who would rather use their
summon ratkin power and wererat minions to do their fighting for them. They prefer ranged attacks, ambushes, and traps over melee combat. Wererat lords prefer to fight with manufactured rather than natural weapons, using their class abilities extensively.
A wererat lord will quickly abandon its followers to save its own skin, but may be willing to take a few risks to save another member of its tight-knit family.
Alternate Form (Su): A wererat lord can assume a bipedal hybrid form or the form of a man-sized dire rat.
Command Cursed Wererat (Su): A wererat lord can command the obedience of any wererat they create with their curse of the ratlord ability. This functions like a
command spell (no save).
At 8 HD, a wererat lord can command cursed wererats to "transform", which forces them to involuntarily transform into hybrid form.
Curse of the Ratlord (Su): Any humanoid or giant hit by the bite attack of a wererat lord in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. The victims of this curse are in thrall to the wererat lord who created them and can be affected by the ratlord's command cursed wererat ability (see above). They are otherwise identical to a standard afflicted wererat.
Rodent Empathy: A wererat lord has a +4 racial bonus on Charisma-based checks against any animal or magical beast of the rodent family, including rats, dire rats and ratweres.
Speak With Rats (Su): A wererat lord can communicate with rats and dire rats as if it had a permanent
speak with animals spell. It can also use this ability to speak with ratweres and other wererats using this ability, which sounds like rodent squeaks and chirps.
Summon Ratkin (Su): Once per day, as a standard action, a wererat lord can call forth 1d2 rat swarms or a pack of 2d6 dire rats. These creatures arrive in 2d6 rounds and serve the wererat for up to 1 hour.
A wererat lord's summoning ability increases as it gains additional hit dice. It can summon larger numbers of rodents, and at 8 Hit Dice it gains the ability to summon wererats. See the Wererat Lord Summoning Table for details.
A wererat lord can only use summon ratkin on wererats it personally created with its
curse of the ratlord ability. If no such wererats exist, the wererat lord can only summon normal or dire rats.
Wererat Lord Summoning Table
Hit
Dice
| Cursed
Wererats
| Rat
Swarms
| Dire
Rats
|
4-5 | — | 1d2 | 2d6 |
6-7 | — | 1d4 | 3d6 |
8-9 | 1d6+1 | 1d6+1 | 4d8 |
10-11 | 2d6 | 2d6 | 5d10 |
12+ | 3d6 | 3d6 | 8d10 |
Skills: Wererat lords have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Climb and Swim checks. Wererat lords can use their Dexterity modifier or their Strength modifier for Climb and Swim checks, whichever is better.
In rat or hybrid-form, a wererat lord gains a +8 racial bonus on Balance checks and can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. It can use the run action while swimming, provided it swims in a straight line.
Feats: Wererat lords gain Alertness, Iron Will, Multiattack, Stealthy and Weapon Finesse as bonus feats.
The wererat lord presented here is based on a 1st-level human rogue, using the following base ability scores: Str 14, Dex 15, Con 13, Int 12, Wis 10, Cha 8.
Wererat lord have racial ability bonuses of Intelligence +2, Wisdom +2 and Charisma +2.
Originally appeared in Dungeon #62 (1996).
Skill Breakdown
Human Rogue Skills (44 SPs): 11 skills @4?
Bluff 4, Disable Device 4, Escape Artist 4, Hide 4, Intimidate 4, Listen 4, Move Silently 4, Search 4, Sleight of Hand 4, Spot 4, Tumble 4
Ratwere Skills (12 SPs):
Hide 3, Listen 3, Move Silently 3, Spot 3
Skill Ranks (56 SPs): Bluff 4, Disable Device 4, Escape Artist 4, Hide 7, Intimidate 4, Listen 7, Move Silently 7, Search 4, Sleight of Hand 4, Spot 7, Tumble 4