wererat (hybrid form)

(Generated 364 times)
Namelist None
Rank Skilled
Race Lizardfolk Male
Cult rank None
Notes This hunched creature looks like a human in studded leather, but fur covers its body. Its face is rat-like, and it has a long, naked tail. 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. Wererats are a little more insular than wererat-kin, and more fond of disappearing among the rats of the sewers than among the commoners of the city. Entire thieves’ guilds and gangs of dozens or even hundreds of wererats can be found in the dark parts of urban hubs. Wererats and wererat-kin agree that secrecy is paramount to their survival, but a head wererat who expects to be in charge of all matters concerning lycanthrope secrecy in his area can become hostile toward nightskulks who do not heed him. Wererats’ cowardice and preference for strength in numbers often dissuades them from becoming adventurers, but their natural ambition and ingenuity can be great assets should they ever end up alone. This most often happens when one or a few wererats dare or are forced by circumstance to strike out on their own to seek wealth, powerful magic items, and other advantages over those who threaten them. Occasionally, powerful head wererats send parties of wererats out to secure their interests around the city and beyond, and such endeavors can easily lead to a life of adventure. gear: masterwork studded leather, short sword, light crossbow with 20 bolts Dodge: +1 AP, Weapon finesse (DEX + DEX in combat) Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Scent A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk can be detected at three times these ranges. This is done with a perception roll. If successful, the creature detects another creature’s presence but not its specific location. Noting the direction of the scent is an action. If the creature moves within 5 feet of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the tracking skill and the scent ability can follow tracks by smell, making a tracking check to find or follow a track. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odours can easily mask other scents. The presence of such an odour completely spoils the ability to properly detect or identify creatures and track ability. Creatures with the scent ability can identify familiar odours just as humans do familiar sights. sneak attack +1 step
STR 3d6
CON 3d6
SIZ 2d6+2
DEX 2d6+12
INT 2d6+6
POW 2d6
CHA 3d6
D20Hit locationArmor
01-03 Tail 3+1+1
04-05 Right leg 3+1+1
06-07 Left leg 3+1+1
08-10 Abdomen 3+1+1
11-14 Chest 3+1+1
15-16 Left Arm 3+1+1
17-18 Right Arm 3+1+1
19-20 Head 3+1+1
Movement 6m
Natural armor Yes

Non-random features

Ability ***Immunity to non magical weapons***
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218)
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. Default is 1 HP / Location / Round (not turn). 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 Passion:L E (Cannibalistic, Cruel and Hateful) POW+POW+30

Combat styles

Savage StrikesDEX+DEX+40

Weapon options

1-handed weapons

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

2-handed weapons

Amount: 0

Ranged weapons

Amount: 1
Light crossbow (1)


Amount: 0
Peltast Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
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