wererat (hybrid form)

(Generated 31 times)
Namelist None
Tags
Rank Skilled
Race Lizardfolk Male
Cult rank None
Notes These evil and sneaky creatures can be found lairing in sewers and tunnels beneath cities and towns. They possess both the hybrid and animal forms in addition to that of a human. In both their human and hybrid forms, wererats prefer to use weapons as opposed to their natural attack, which pales in comparison to those of the larger werebeasts. Their weapon of choice is the shortsword, but they will use other weapons if the opportunity presents itself. Wererats are known to use their human forms to trick other sapient creatures into trusting them and luring them into a place where they can be ambushed. Captured humans or demi-humans are sometimes ransomed back to their worried family members, others are eaten. When moving about in the darkness, wererats prefer their rat form, as it is quicker and less noticeable. In this form they resemble a giant rat 4 or 5 feet in length. Wererats have the ability to summon 2d6 giant rats that will remain under their control until released (1/day). These rats arrive after 1d3+1 Rounds assuming they are summoned in an appropriate location. As each wererat possesses this ability, a party entering a lair of these creatures can quickly find themselves overwhelmed by giant vermin. However, because the numbers of giant rats within range of the summons is finite, each additional summons by another wererat is at a cumulative -2. The first time a die roll results on 0 or fewer rats, there are no more giant rats within range to be summoned.
Creatorskarza
Stats
STR 3d6
CON 3d6
SIZ 2d6+2
DEX 2d6+18
INT 2d6+6
POW 2d6
CHA 3d6
D20Hit locationArmor
01-03 Tail 1
04-05 Right leg 1
06-07 Left leg 1
08-10 Abdomen 1
11-14 Chest 1
15-16 Left Arm 1
17-18 Right Arm 1
19-20 Head 1
Attributes
Movement 6m
Natural armor Yes

Non-random features

ListFeature
Ability ***Immunity to non magical weapons***
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)
Ability ***Burrower*** Can tunnel through the specified ground type at its normal Movement rate
Ability ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death
Ability ***Vulnerable*** The creature’s natural and magical protection cannot mitigate damage caused by a named source.

Standard skills

Athletics STR+DEX+40 Brawn STR+SIZ+40 Endurance CON+CON+30
Evade DEX+DEX+30 Perception INT+POW+40 Stealth DEX+INT+40
Swim STR+CON+40 Unarmed STR+DEX+40 Willpower POW+POW+40

Professional skills

Track INT+CON+40

Custom skills

Languages (Common and Wererat) INT+CHA+40

Combat styles

Savage StrikesSTR+DEX+40

Weapon options

1-handed weapons

Amount: 3
Shortsword (1)
Bite (1)
claws (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0
Trident (1)

Shields

Amount: 0
Peltast Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee 1d4 S M - Bleed, grip Y Y 0 0 head
claws 1h-melee 1d3 S S - Bleed, grip Y Y 0 0 arm