wererat (hybrid form)
(Generated 54 times)
Namelist | None |
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Tags | |
Rank | Skilled |
Race | Lizardfolk Male |
Cult rank | None |
Notes | 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. Their weapon of choice is the shortsword, but they will use other weapons if the opportunity presents itself. Wererats are known to use their human forms to trick other sapient creatures into trusting them and luring them into a place where they can be ambushed. Captured humans or demi-humans are sometimes ransomed back to their worried family members, others are eaten. When moving about in the darkness, wererats prefer their rat form, as it is quicker and less noticeable. In this form they resemble a giant rat 4 or 5 feet in length. Wererats have the ability to summon 2d6 giant rats that will remain under their control until released (1/day). These rats arrive after 1d3+1 Rounds assuming they are summoned in an appropriate location. As each wererat possesses this ability, a party entering a lair of these creatures can quickly find themselves overwhelmed by giant vermin. However, because the numbers of giant rats within range of the summons is finite, each additional summons by another wererat is at a cumulative -2. The first time a die roll results on 0 or fewer rats, there are no more giant rats within range to be summoned. |
Creator | skarza |
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Non-random features
List | Feature |
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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 |
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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 |
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Custom skills
Languages (Common and Wererat) | INT+CHA+40 |
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Combat styles
Savage Strikes | STR+DEX+40 |
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Weapon options
1-handed weaponsAmount: 3
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2-handed weaponsAmount: 0 |
Ranged weaponsAmount: 1
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ShieldsAmount: 0
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Custom weapons
Name | Type | Damage | Size | Reach | Range | SpecialFX | Dam. mod. |
Natural weapon |
AP | HP |
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Bite | 1h-melee | 1d4 | S | M | - | Bleed, grip | Y | Y | head | |
claws | 1h-melee | 1d3 | S | S | - | Bleed, grip | Y | Y | arm |