The Wererat Den Part II
Happy Gen Con, everyone!
Before I get to today’s blog post, if you’re at Gen Con so am I! If you listen to the Round Table or The Tome Show‘s D&D V&G podcast then you’ll also know my good friend and Gen Con bud, Rudy Basso. We’ll be tweeting pictures of ourselves so follow us there to say hey or come hang with us on tomorrow (Friday) at 8:30PM when we’ll be at Tavern on South. It’s a block from the convention center and we’ll be joined by Tome Show hosts and regulars like Jeff Greiner and Mike Shea and more. Maybe even Tracy Hurley will be there, which would be awesome because she is awesome.
Ok! Onto today’s post.
Meet the Lycans
If you’ve been following the blog for at least a week or so you know that I recently wrote about my love of tiny dungeons. Now I’m building a tiny dungeon one post at a time on this blog. Check out the first post in The Wererat Den series to get the background, synopsis, and hooks for the adventure along with a table of random forest encounters characters might experience on their way to the dungeon.
Before we get to the meat of the dungeon I’d like to show off the new wereboars, wererats, and werewolves that player characters will face during the small crawl.
Wereboar, Halfling Berserker
Small humanoid (halfling, shapechanger), neutral evil
Armor Class 14 in humanoid form (hide), 13 in boar form (natural), 15 in hybrid form (hide and natural)
Hit Points 78 (12d6 + 36)
Speed 25 ft. (40 ft. in boar form)
STR |
DEX |
CON |
INT |
WIS |
CHA |
17 (+3) |
14 (+2) |
17 (+3) |
9 (-1) |
11 (+0) |
9 (-1) |
Skills Perception +1
Damage Resistances poison
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses passive Perception 11
Languages Common and Halfling (can’t speak in boar form)
Challenge 5 (1,800 XP)
Polymorph. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form which is humanoid. Its statistics, other than its AC and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Brave. The wereboar has advantage on all saving throws against being frightened.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight towards a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Lucky. When the wereboar rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
Reckless. At the start of its turn, the wereboar can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Stout Resilience. The wereboar has advantage on saving throws against poison.
Actions
Multiattack (Halfling or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.
Warhammer (Halfling or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereboar lycanthropy.
Wererat, Elf
Medium humanoid (elf, shapechanger), lawful evil
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 35 ft. (30 ft. in rat form)
STR |
DEX |
CON |
INT |
WIS |
CHA |
10 (+0) |
15 (+2) |
12 (+1) |
11 (+0) |
11 (+0) |
8 (-1) |
Skills Perception +4, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses darkvision 60 ft., passive Perception 14
Languages Common and Elvish (can’t speak in rat form)
Challenge 2 (450 XP)
Polymorph. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form which is humanoid. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Fey Ancestry. The wererat has advantage on saving throws against being charmed and magic cannot put it to sleep.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Mask of the Wild. The wererat can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Actions
Multiattack (Elf or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Rapier (Elf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Longbow (Elf or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Wererat, Elf Mage
Medium humanoid (elf, shapechanger), lawful evil
Armor Class 12 (15 with mage armor)
Hit Points 55 (10d8 + 10)
Speed 30 ft.
STR |
DEX |
CON |
INT |
WIS |
CHA |
10 (+0) |
15 (+2) |
12 (+1) |
17 (+3) |
12 (+1) |
11 (+0) |
Saving Throws Int +6, Wis +4
Skills Perception +4, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses darkvision 60 ft., passive Perception 14
Languages Common, Dwarvish, Elvish, Gnomish, and Halfling (can’t speak in rat form)
Challenge 7 (2,900 XP)
Polymorph. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Fey Ancestry. The wererat has advantage on saving throws against being charmed and magic cannot put it to sleep.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Spellcasting (Elf and Hybrid Form Only). The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spell prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): blight, greater invisibility
5th level (1 slot): cone of cold
Actions
Multiattack (Elf or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Dagger (Elf or Hybrid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Wererat, Halfling
Small humanoid (halfling, shapechanger), lawful evil
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 25 ft. (30 ft. in rat form)
STR |
DEX |
CON |
INT |
WIS |
CHA |
10 (+0) |
15 (+2) |
12 (+1) |
11 (+0) |
11 (+0) |
8 (-1) |
Skills Perception +2, Stealth +4
Damage Resistances poison
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses darkvision 60 ft. (rat form only), passive Perception 12
Languages Common and Halfling (can’t speak in rat form)
Challenge 2 (450 XP)
Polymorph. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form which is humanoid. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Brave. The wererat has advantage on all saving throws against being frightened.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Lucky. When the wererat rolls a 1 on an attack roll, ability check, or saving throw, it can reroll the die and must use the new roll.
Stout Resilience. The wererat has advantage on saving throws against poison.
Actions
Multiattack (Halfling or Hybrid Form Only). The wererat makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Halfling or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow (Halfling or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Werewolf, Elf
Medium humanoid (elf, shapechanger), chaotic evil
Armor Class 12, 13 (natural armor) in wolf or hybrid form
Hit Points 58 (9d8 + 18)
Speed 35 ft. (40 ft. in wolf form)
STR |
DEX |
CON |
INT |
WIS |
CHA |
15 (+2) |
15 (+2) |
14 (+2) |
10 (+0) |
11 (+0) |
10 (+0) |
Skills Perception +4, Stealth +4
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered
Senses darkvision 60 ft. (elf and hybrid form only), passive Perception 14
Languages Common and Elvish (can’t speak in wolf form)
Challenge 3 (700 XP)
Polymorph. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Fey Ancestry. The werewolf has advantage on saving throws against being charmed and magic cannot put it to sleep.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Mask of the Wild. The werewolf can attempt to hide even when it is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Actions
Multiattack (Elf or Hybrid Form Only). The werewolf makes two attacks, only one of which can be a bite.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Greatsword (Elf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Longbow (Elf or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
PDFs
It’d be cool if you had all these lycanthropes in a PDF to take with you to your game. Well I’m a pretty cool guy so I made it happen! Click on the links below to grab just the monsters in this post or grab them with every other fifth edition Dungeons and Dragons monster I’ve created.
All Monsters
Of course if you don’t want to grab these now, you can head on over to the Free Game Resources section of the site anytime where they will live forever alongside plenty of other resources for your game like monsters, D&D fifth edition rules modules, backgrounds, spells, magic items, and more.
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