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Wererat

Intelligent, humanoid rats who can change into normal humans

lycanthrope shapechanger chaotic lawful-evil

Old-School Essentials Classic Fantasy

OSE

Armor Class7 [12] (9 [10] in human form)
Hit Dice3* (13hp)
Number Appearing1d8 (2d8)
Attacks1 × bite (1d4) or 1 × weapon (1d6 or by weapon)
THAC017 [+2]
Movement120' (40')
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentChaotic
XP50
Treasure TypeC
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.
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License

Other Sources

OSRIC
Armor Class6
Hit Dice3+1
Number Encountered4d6
Attacks1
Damage1d8 (sword)
Move120-ft
AlignmentLawful evil
IntelligenceVery
XP3/150+4/hp
Treasure Type1d12×1,000 cp (20%), 1d6×1,000 sp (30%), 1d4×1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (25%), any 2 magic items (10%)
SizeSmall to medium
FrequencyUncommon
Lair30%
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.