Wererat — Lycanthrope Monster, Lore & RPG Stats

LYCANTHROPE • SHAPECHANGER

Wererat — The Face Behind the Rat

The messenger knows every locked door in the ward. The teeth only show when the bargain fails.

CR 2Three formsCurseUrbanCovert agent

The first warning is an unlocked back door, not a squeal from a drain. A wererat can keep a clerk’s accounts by daylight, follow a courier as a rat after dark and return with the key before anyone discovers it missing. The transformation is useful precisely because the creature can look like a neighbour.

At the Table. Sign: a watchman recognises a familiar voice speaking from the wrong side of a barred grate. Want: secrecy, shelter, profit, or escape from an employer. First move: fire from cover, then shape-shift and flee through a narrow route. Without fighting: offer a safe way out of a dangerous contract or expose who has been paying the courier.

At a Glance

Identity
Intelligent person with rat and humanoid forms
Type
2024 Monstrosity (Lycanthrope); 2014/PF1e/3.5e Humanoid (Shapechanger)
Size
Medium humanoid or hybrid; smaller rat form
Threat
CR 2 in each sample edition; curse mechanics differ
Signature
Disguise, rat transformation, contagious bite
Role
Infiltrator, skirmisher and criminal intermediary
Habitat
Towns, ports, stores, river basements and covert hideouts
Campaign Range
Urban lycanthropes occur where independently established; a wererat criminal cell is named in the Pied Piper’s Hameln plot, not a species-wide occupation of the town

Game Statistics by Edition

Choose one complete edition. Silver defences, the action used to change shape, and the curse are not interchangeable.

Wererat rules at a glance
EditionSampleDefenceTransformation
2024CR 2 · 60 HPAC 13; no silver immunityBonus Action; curse can transform a cursed humanoid at 0 HP
2014CR 2 · 33 HPAC 12; immune to ordinary unsilvered weapon damageAction; ongoing lycanthropy curse
Pathfinder 1eCR 2 · 18/20 HP by formDR 10/silver in hybrid/rat formLycanthrope template; disease and curse saves
D&D 3.5eCR 2 · 12 HPDR 10/silver in hybrid/rat formAlternate Form; separate disease/curse saves

Wererat — D&D 5.5e / 2024

Medium or Small Monstrosity (Lycanthrope), Lawful Evil

AC 13; Initiative +3 (13); HP 60 (11d8 + 11); Speed 30 ft., Climb 30 ft.

STRDEXCONINTWISCHA
10 (+0)16 (+3)12 (+1)11 (+0)10 (+0)8 (−1)

Saving Throws Str +0, Dex +3, Con +1, Int +0, Wis +0, Cha −1; Skills Perception +4, Stealth +5; Gear Hand Crossbow; Senses Darkvision 60 ft., Passive Perception 14; Languages Common (cannot speak in rat form); CR 2 (450 XP; PB +2).

Actions

Multiattack. The wererat makes two attacks, using Scratch or Hand Crossbow in any combination; it may substitute one Bite for one of these attacks.

Bite (Rat or Hybrid Form Only). Melee Attack Roll: +5, reach 5 ft. Hit: 8 (2d4 + 3) Piercing damage. If the creature hit is a Humanoid, it makes a DC 11 Constitution saving throw. On a failure it is cursed; if a cursed creature would reach 0 HP, it instead transforms into a wererat controlled by the DM and has 10 HP. On success, it is immune to this individual wererat’s curse for 24 hours.

Scratch. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Slashing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +5, range 30/120 ft. Hit: 6 (1d6 + 3) Piercing damage.

Bonus Actions

Shape-Shift. The wererat changes into a Medium rat-humanoid hybrid or Small rat, or returns to its original humanoid form. Except for size, its game statistics remain the same. Equipment is not transformed.

2024 rules boundary: this stat block gives no general immunity to unsilvered weapons and no Pathfinder-style Filth Fever. The 0-HP transformation is part of this specific Bite’s 2024 curse, not the 2014 or Pathfinder effect. A DM should make treatment and control options known before the curse determines a player character’s fate; see the Lycanthrope rules by edition.

Wererat — D&D 5e / 2014

Medium Humanoid (Human, Shapechanger), Lawful Evil

Armor Class 12; Hit Points 33 (6d8 + 6); Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)15 (+2)12 (+1)11 (+0)10 (+0)8 (−1)

Skills Perception +2, Stealth +4; Damage Immunities Bludgeoning, Piercing, and Slashing damage from nonmagical attacks that aren’t silvered; Senses Darkvision 60 ft. (rat form only), Passive Perception 12; Languages Common (can’t speak in rat form); Challenge 2 (450 XP).

Traits

Shapechanger. As an action, the wererat changes into a rat-humanoid hybrid or giant rat, or back into its humanoid form. Statistics except size remain the same; equipment stays as it was. It returns to humanoid form when it dies.

Keen Smell. Advantage on Wisdom (Perception) checks that depend on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). Two attacks, with at most one Bite.

Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Piercing damage; a Humanoid hit must make a DC 11 Constitution saving throw or contract wererat lycanthropy under the 2014 rules.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft.; Hit: 5 (1d6 + 2) Piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft.; Hit: 5 (1d6 + 2) Piercing damage.

A 2014 wererat can disregard normal unsilvered weapon damage; spells and silvered weapons matter. Shifting costs an Action in this edition, not a Bonus Action.

Wererat — Pathfinder 1e

CR 2 (600 XP); human natural wererat rogue 2; LE Medium Humanoid (human, shapechanger). The published Bestiary sample has different statistics in its human and hybrid forms.

Human Form — Defense

Init +2; Senses low-light vision, scent; Perception +8. AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge); hp 18 (published fixed total; printed source expression 2d8+6 does not mathematically equal 18); Fort +2, Ref +5, Will +3; evasion.

Human Form — Offense

Speed 30 ft.; Melee short sword +3 (1d6+1/19–20); Ranged light crossbow +3 (1d8/19–20); Special Attacks sneak attack +1d6.

Human Form — Statistics

Str 13, Dex 15, Con 14, Int 10, Wis 16, Cha 6; BAB +1; CMB +2; CMD 15; Feats Dodge, Weapon Finesse; Skills Acrobatics +7, Bluff +3, Climb +6, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +7, Swim +6; Languages Common; Abilities change shape (human/hybrid/dire rat), fast stealth, rat empathy, trapfinding.

Hybrid Form — Defense

Init +3; Senses low-light vision, scent; Perception +8. AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +1 dodge, +2 natural); hp 20 (published fixed total; printed source expression 2d8+8 does not mathematically equal 20); Fort +3, Ref +6, Will +3; evasion, DR 10/silver.

Hybrid Form — Offense

Speed 30 ft.; Melee short sword +4 (1d6+2/19–20) and bite −1 (1d4+1 plus disease and lycanthropy, DC 15 for curse); Ranged light crossbow +4 (1d8/19–20); sneak attack +1d6.

Hybrid Form — Statistics

Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6; BAB +1; CMB +3; CMD 17; Feats Dodge, Weapon Finesse; Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8, Sense Motive +8, Stealth +8, Swim +7.

Ecology and Special Abilities

Environment urban; Organization solitary, pair, pack (5–10), or guild (11–30 with 5–12 dire rats); Treasure NPC equipment, masterwork studded leather, short sword, crossbow and twenty bolts.

Change Shape (Su). The natural wererat can take human, hybrid and dire-rat forms using Pathfinder’s lycanthrope template rules.

Curse of Lycanthropy (Su). The natural wererat’s bite in hybrid or rat form infects a size-eligible Humanoid that fails a DC 15 Fortitude saving throw. Filth Fever (Ex). Bite, Fortitude DC 14; incubation 1d3 days; daily effect 1d3 Dex and 1d3 Con damage; two consecutive successful saves cure the disease.

Evasion. While wearing light or no armor, a successful Reflex save against half damage instead prevents damage. Fast Stealth. The rogue moves at full speed while sneaking without the usual penalty. Trapfinding. +1 to find and disable traps; can disarm magical traps. Lycanthropic Empathy. The wererat can influence rats and dire rats with a +4 racial bonus to diplomacy checks (subject to natural/afflicted distinctions).

Source fidelity: Retains the Pathfinder Bestiary sample’s fixed hp totals despite its internally inconsistent printed dice formulas; it is not using D&D 2024 curse timing. The hybrid’s silver DR does not automatically apply to its human form.

Wererat — D&D 3.5e

Natural lycanthrope, human Warrior 1 plus one dire-rat racial Hit Die; original SRD sample, CR 2. All three forms appear side by side; do not mix with the Pathfinder rogue sample.

D&D 3.5e fieldHumanDire ratHybrid
Size/TypeMedium Humanoid (Human, Shapechanger)Small Humanoid (Human, Shapechanger)Medium Humanoid (Human, Shapechanger)
Hit Dice1d8+1 plus 1d8+2 (12 hp)1d8+1 plus 1d8+2 (12 hp)1d8+1 plus 1d8+2 (12 hp)
Initiative+0+3+3
Speed30 ft.40 ft., climb 20 ft.30 ft.
Armor Class15 (+2 natural, +2 leather, +1 buckler); touch 10, flat-footed 1517 (+1 size, +3 Dex, +3 natural); touch 14, flat-footed 1416 (+3 Dex, +3 natural); touch 13, flat-footed 13
Base Attack/Grapple+1/+2+1/−2+1/+2
AttackRapier +2 melee (1d6+1/18–20) or light crossbow +1 (1d8/19–20)Bite +6 melee (1d4+1 plus disease)Rapier +5 melee (1d6+1/18–20) or light crossbow +4 (1d8/19–20)
Full AttackRapier +2 melee or light crossbow +1 rangedBite +6 melee (1d4+1 plus disease)Rapier +4 melee (1d6+1/18–20) plus bite −1 melee (1d6 plus disease), or light crossbow +4 ranged
Space/Reach5 ft./5 ft.5 ft./5 ft.5 ft./5 ft.
Special Attacks—Curse of lycanthropy, diseaseCurse of lycanthropy, disease
Special QualitiesAlternate form, rat empathy, low-light vision, scentAs human form; DR 10/silverAs human form; DR 10/silver
SavesFort +5, Ref +2, Will +4Fort +6, Ref +5, Will +4Fort +6, Ref +5, Will +4
AbilitiesStr 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
SkillsClimb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9
FeatsAlertness, Dodge, Iron Will (B), Weapon Finesse (B)samesame
EnvironmentAnyAnyAny
OrganizationSolitary, pair, pack (6–10), troupe (2–5 plus 5–8 dire rats)samesame
Challenge Rating222
TreasureStandardStandardStandard
AlignmentLawful evil (sample)Lawful evil (sample)Lawful evil (sample)
AdvancementBy character classBy character classBy character class
Level Adjustment+3 (natural sample)+3+3

Combat

Alternate Form (Su). The wererat assumes its dire-rat or hybrid shape. In animal form it favours flight, scouting and escape; the hybrid can attack with a weapon and bite.

Curse of Lycanthropy (Su). Bite in rat or hybrid form: Fortitude DC 15 or contract the curse, applying the edition’s template and recovery rules. Disease (Ex). Filth Fever from the bite, Fortitude DC 12; incubation 1d3 days, then 1d3 Dexterity and 1d3 Constitution damage. Rat Empathy (Ex). Communicate with normal rats and dire rats, with +4 to influence them.

Racial Skills. In rat/hybrid shape the creature benefits from special Climb and Swim bonuses; see the published 3.5e lycanthrope template and wererat sample. Silver: DR 10/silver in rat and hybrid forms, not the human form. The sample’s +3 Level Adjustment applies to a natural wererat; afflicted lycanthropes differ.

Where Wererats Are Found

A thriving market town provides the best cover: carts change hands, apprentices sleep above shops, granary walls have crawlspaces and river cellars open towards wharves. None of this proves that every town contains a wererat colony. A single fugitive can live quietly for years; an organised crew leaves traces in altered cargo tallies, missing keys and hired watchmen who avoid particular alleys.

In Calenberg’s river trade, a wererat could pass as a boatman, lockkeeper or hired messenger. The Pied Piper of Hameln has dealings with a specific wererat gang, not with every wererat in the world; the distinct motives of its members are more useful than treating them as a uniform pack.

Behaviour and Deals

Wererats can speak, bargain and lie. Some have lived with the curse since birth; others acquired it and are still learning how to survive. They are not ordinary rats made clever by magic, nor are they the same people as ratfolk. The ability to assume a rat’s shape makes a wererat an excellent observer, but it does not grant automatic loyalty from nearby animals or other shapeshifters.

A sensible wererat chooses employment that makes being small, unnoticed or hard to follow genuinely useful. Criminal associations are convenient, not obligatory. One may protect a family, refuse to infect anyone, or conceal its nature from a powerful gang. Another may exploit the curse to threaten witnesses. The distinction shows in what each is willing to do when escape is available.

What Language Does a Wererat Speak?

Common is the generic language printed in the D&D 2024 and 2014 wererat stat blocks; it is not a claim that everyone in the setting speaks one language. A wererat speaks the languages learned during its human life. Around Hameln and Calenberg, that will ordinarily be a local form of Middle Low German, also important in Hanseatic trade. A distant traveller may know something else. The wererat can converse in humanoid and hybrid form; in its fully rat-shaped form it can understand its languages but cannot speak. Do not give it universal speech, the ability to talk as a rat, or automatic knowledge of ratfolk languages.

If Violence Starts

A wererat who sees trouble coming does not announce a transformation in the middle of the street. It fires a crossbow from behind stacked goods, runs towards a loose grating and attempts to separate one pursuer from the rest. A cornered hybrid may bite. An experienced gang leaves an escape route and knows how to cover it.

In 2024: two attacks per action, optional Bite and Bonus Action Shape-Shift. Damage dealt by ordinary weapons still works; a failing Constitution save matters later when a cursed humanoid reaches 0 HP. In 2014: ordinary unsilvered weapon attacks are ineffective but the Shapechanger ability uses an Action. In PF1e and 3.5e: natural lycanthropy has different silver damage reduction, disease timing, skill checks and template rules. Use the stat block in the selected panel, not the one that feels easiest.

When outnumbered or bloodied, most wererats would rather escape, surrender to a credible authority or bargain away a superior’s name than die guarding an empty chest.

Clues and Counterplay

Fair clues: a courier emerges in clothes too large for a human child; a chain and bolt hang inside a drainpipe too narrow for an adult; a captured infiltrator has the same wound the guard gave a fleeing rat. These are clues to investigate, not proof that any disliked neighbour is secretly a monster.

Counterplay: secure exits, guard both roof and drain, identify the people moving the money, and check written orders as carefully as claw marks. Use Stealth and witnesses’ testimony to follow the messenger in either form. Alchemical silver and silvered weapons matter against 2014 wererats and the older d20 versions; they do not bypass a special 2024 resistance, because the 2024 wererat has none. In a 2024 game, establish what Remove Curse and other treatments can do before a cursed player character falls to 0 HP. The separate Curse of Lycanthropy spell is a legacy witch spell, not an extra power possessed by every wererat.

Three Wererat Encounters

The Missing Lock Plate

A warehouse watch has replaced a corroded drain plate twice in a week. A wererat courier has been using the opening to move written orders past guarded doors. The party can follow the messenger, question the metalworker who supplied the screws or install a new trap to catch the next delivery.

The Bargain at the Water Steps

A desperate shapeshifter knows which boat takes prisoners downstream. It will identify the pilot if given a written assurance that its family can leave the district. The hired enforcers arrive just as the agreement is being signed, forcing the characters to protect a witness or lose their only easy route.

Grey Tail’s Last Door

Within the Pied Piper’s network, an ambitious wererat broker weighs whether to betray Nicholas. A party that offers safer passage and evidence against the Piper could turn a likely fight into an escape and a flood of actionable information. She still demands guarantees, and those guarantees have consequences.

Using Wererats in Play

In a low-level game, one CR 2 wererat makes a meaningful pursuit, intrusion or skirmish. A handful create a surveillance network if the players can disrupt their communications. Against four level-11 to level-13 adventurers, standard wererats are guards or intermediaries, not a climactic threat; a named guildmistress needs a separately designed and tested NPC build. Count supporting creatures and hazards when preparing encounters.

Aftermath: a captured wererat may know a buyer’s identity, a rat-form passage or the exact household paying for stolen documents. A killed courier leaves tools and notes, not a conveniently labelled faction history. Making a deal may spare lives but risks exposing someone who cannot safely return home.

Related Monsters and Rules

See the Lycanthropes hub for edition-native inheritance, curse and treatment rules. Dire rats and rat swarms are animals rather than shapechangers. The Rat King is a distinct creature, not the leader of every wererat. For the specific gang operating against the town, follow the Pied Piper’s network; do not assume the gang represents all wererats.

Watch — Wererat Lore

Two creature-specific D&D lore guides offer different introductions to the wererat. These discuss background and portrayal; use the edition-labelled stat blocks above for rules.

Dungeons and Dragons lore: Wererat — AJ Pickett

A monster-lore treatment for readers interested in the wererat’s wider fantasy RPG background.

Open AJ Pickett’s video on YouTube

What They Don’t Tell You About Wererats — D&D — MrRhexx

A second creature-focused exploration to compare with the first; neither video changes the published 2024 or 2014 rules.

Open MrRhexx’s video on YouTube

Sources and Licensing

The 2024 material uses the official D&D 2024 Wererat statistics from System Reference Document 5.2.1, © Wizards of the Coast LLC, made available under CC BY 4.0; its source is licensed but the campaign prose here is original. The 2014 block draws on D&D 2014 Basic Rules / SRD 5.1. The Pathfinder sample is from the Pathfinder RPG Bestiary; the 3.5e sample derives from the d20 SRD Lycanthrope. For additional shapeshifter lore, Paizo’s Pathfinder Player Companion: Blood of the Moon offers another treatment; the game statistics here are sourced from the Bestiary. No game company endorses the SpiralWorlds campaign material.

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