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Wererat

Intelligent, humanoid rats who can change into normal humans

Type: Humanoid

Biome: City

Stat Blocks

Old-School Essentials Classic Fantasy
Armor Class7 [12] (9 [10] in human form)
Hit Dice3* (13hp)
Number Appearing1d8 (2d8)
Attacks1 Γ— bite (1d4) or 1 Γ— weapon (1d6 or by weapon)
THAC017 [+2]
Movement120' (40')
Saving ThrowsD12 W13 P14 B15 S16 (3)
Morale8
AlignmentChaotic
XP50
Treasure TypeC

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

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
OSRIC
Armor Class6
Hit Dice3+1
Number Encountered4d6
Attacks1
Damage1d8 (sword)
Move120-ft
AlignmentLawful evil
IntelligenceVery
XP3/150+4/hp
Treasure Type1d12Γ—1,000 cp (20%), 1d6Γ—1,000 sp (30%), 1d4Γ—1,000 ep (10%), 1d6 gems (25%), 1d3 jewellery (25%), any 2 magic items (10%)
SizeSmall to medium
FrequencyUncommon
Lair30%

Monster statistics extracted from online SRD wiki, not the published hardcover edition.

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.