Wererat
Intelligent, humanoid rats who can change into normal humans
Old-School Essentials Classic Fantasy
| Armor Class | 7 [12] (9 [10] in human form) |
|---|---|
| Hit Dice | 3* (13hp) |
| Number Appearing | 1d8 (2d8) |
| Attacks | 1 × bite (1d4) or 1 × weapon (1d6 or by weapon) |
| THAC0 | 17 [+2] |
| Movement | 120' (40') |
| Saving Throws | D12 W13 P14 B15 S16 (3) |
| Morale | 8 |
| Alignment | Chaotic |
| XP | 50 |
| Treasure Type | C |
Intelligent, humanoid rats who can change into normal humans.
Special Abilities
Surprise: On a 1–4; set ambushes.
Languages: Can speak Common in both forms.
Weapons: May also use weapons in animal form.
Other Sources
OSRIC
| Armor Class | 6 |
|---|---|
| Hit Dice | 3+1 |
| Number Encountered | 4d6 |
| Attacks | 1 |
| Damage | 1d8 (sword) |
| Move | 120-ft |
| Alignment | Lawful evil |
| Intelligence | Very |
| XP | 3/150+4/hp |
| Treasure Type | 1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (25%), any 2 magic items (10%) |
| Size | Small to medium |
| Frequency | Uncommon |
| Lair | 30% |
The horrid ratmen infest the underground sewers and catacombs under large cities. They are stealthy and surprise on a 1-4. They can assume any of three forms: human, giant rat, or man-rat. In human or man-rat form, they often arm themselves with swords, but prefer to lure unsuspecting individuals into traps where the victim may be held for ransom or later meals. A wererat may summon 2d6 giant rats and control them. Rumours persist of a city of black wererats on a remote shore; the more fanciful tales suggest the black wererats may have powerful spell casters among their number who can magically affect the phases of the moon.
Special Abilities
Surprise: Stealthy and surprise on 1-4 in 6.
Shapechange: Can assume any of three forms: human, giant rat, or man-rat.
Summon Rats: May summon and control 2d6 giant rats.