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

Lycanthropes

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 monstersD&D fifth edition rules modules, backgroundsspells, magic items, and more.

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