|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.
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