Wererats retain whatever languages they spoke before they contracted lycanthropy. They are generally 5 to 6 feet tall and weigh 125 to 150 pounds.
Wererat is a template (usually acquired by contracting lycanthropy, but very occasionally inherited when two wererats mate) that can be added to any humanoid creature (referred to hereafter as the character). A wererat uses the character's statistics and
special qualities in addition to those described below.
Challenge Rating: Same as the character +2.
Hit Dice: Same as the character plus the dire rat's base
Hit Dice (1d8).
Speed: Same as the character while in humanoid form. In hybrid or rat form,
speed becomes 40 ft., climb 20 ft.
Defense: Same as the character while in humanoid form. In hybrid and animal form, the creature gains a +1 natural
armor bonus to
Defense. This bonus does not stack with other natural
armor bonuses.
Base Attack: Same as the character.
Grapple Bonus: Apply modifiers for Strength and size depending on the lycanthrope's form.
Attacks: Same as the character while in humanoid form. In hybrid and rat form, a wererat
attacks with its bite, dealing 1d4 points of
damage plus its Strength modifier.
listed below.
Alternate Form (Su): A wererat can assume rat or hybrid form, but its gear is not absorbed into the new form. The bipedal hybrid form is about 5 feet tall, with a long tail and thin fur. The limbs are human, but the head looks like a rat's. Changing to or from rat or hybrid form is a
move action. Upon assuming either form, the wererat regains
hit points as if having rested for a day. A slain wereat reverts to its humanoid form, although it remains dead. Afflicted wererats find this ability difficult to control. The rare natural wererat has full control over this power.
Curse of Lycanthropy (Su): Any humanoid bitten by a wererat's bite
attack (in rat or hybrid form) must succeed at a Fortitude
save (DC 15) or contract lycanthropy.
Damage Reduction 15/Silver (Su): A wererat in rat or hybrid form ignores the first 15 points of
damage dealt by a nonsilver or nonmagical weapon but takes full
damage from silvered
weapons or
weapons with +1 or better magic bonus.
Scent (Ex): This ability allows a wererat in rat or hybrid form to detect approaching enemies, sniff out hidden foes, and
track by sense of smell.
Rat Empathy (Ex): A wererat can communciate with rats in any form and gains a +4 species bonus on Diplomacy checks when influencing a rat's attitude. A friendly rat understands and heeds simple commands, such "wait," "watch," "flee," and "
attack."
Darkvision (Ex): In their rat and hybrid forms, wererats have darkvision with a range of 60 feet.
Allegiances: An afflicted wereat gains the law and evil
allegiances (displacing other
allegiances, if need be). They also generally gain an allegiance to other wererats, although this need not be the primary allegiance. The
allegiances to law and evil can be removed only when the wererat has the ability to control the curse of lycanthropy by
taking 10 on a Control Shape check.
Saves: Same as the character, with a +2 species bonus on Fortitude and Reflex
saves.
Ability Scores: Wererats gain the following
ability score increases: Dex +6, Con +2. In addition, they gain the following
ability score increase in hybrid form: Str +2.
Skill Bonuses: Same as the character, with a +4 species bonus on Listen, Search, and Spot checks when in humanoid form. In rat or hybrid form, these bonuses increase to +8. A wererat in rat form also gains 3 ranks in Climb, 4 ranks in Hide, and 3 ranks in Move Silently.
Wererat in Humanoid Form (Human Fast Hero 1): CR 3; Medium humanoid; HD 1d8+2 plus 1d8+2; hp 13; Mas 15; Init +5; Spd 30 ft.;
Defense 18, touch 15, flat-footed 13 (+5 Dex, +3 class); BAB +0; Grap +2; Atk +5 melee (1d4+2/19-20, knife) or +5 ranged (2d6, Colt Python); Full Atk +5 melee (1d4+2/19-20, knife) or +5 ranged (2d6, Colt Python); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ alternate form, rat empathy; AL law, evil, wererats; SV Fort +4, Ref +8, Will +0; AP 0; Rep +0; Str 14, Dex 21, Con 15, Int 8, Wis 10, Cha 12.
Skills:
Balance +9, Climb +11, Escape Artist +9, Hide +10, Knowledge (streetwise) +3, Listen +4, Move Silently +8, Search +3, Spot +4, Tumble +9.
Possessions: Loaded Colt Python (.357 revolver), knife, casual clothes.
Advancement: By character class.
Wererat in Hybrid Form (Human Fast Hero 1): As humanoid form except: Spd 40 ft., climb 20 ft.;
Defense 19, touch 15, flat-footed 14 (+5 Dex, +1 natural, +3 class); Grap +3; Atk +5 melee (1d4+3/19-20, knife) or +5 melee (1d4+3 plus lycanthropy, bite); Full Atk +3 melee (1d4+3/19-20, knife) or +3 melee (1d4+3 plus lycanthropy, bite); SQ curse of lycanthropy,
damage reduction 15/silver, scent, darkvision 60 ft.; Str 16.
Adjusted Skills: Listen +8, Search +7, Spot +8.
Wererat in Rat Form (Human Fast Hero 1): As humanoid form except: Small humanoid; Spd 40 ft., climb 20 ft.;
Defense 20, touch 19, flat-footed 15 (+1 size, +5 Dex, +1 natural, +3 class); Grap -2; Atk +6 melee (1d4+2 plus lycanthropy, bite); Full Atk +6 melee (1d4+2 plus lycanthropy, bite); SQ curse of lycanthropy,
damage reduction 15/silver, scent, darkvision 60 ft.
Adjusted Skills: Climb +14, Hide +18, Listen +8, Move Silently +11, Search +7, Spot +8.
Zombie, Liquefied (Template)
Liquefied zombies cannot speak. They are generally between 5 feet and 6 feet tall, and they weigh about 150 pounds.
"Liquefied zombie" is an acquired template that can be added to any corporeal creature other than a construct, elemental, ooze, plant, or undead (referred to hereafter as the base creature). The creature must be in an advanced state of decay, but not yet reduced to a skeletal corpse. The liquefied zombie uses all the base creature's statistics and
special abilities except as noted here.
Challenge Rating: A liquefied zombie's
Challenge Rating equals the base creature's CR + the following modifier based on size: Tiny or smaller +0, Small +1, Medium +2, Large +4, Huge +5, Gargantuan +7, Colossal +10.
Type: The creature's
type changes to undead.
Speed: If the base creature could
fly, its maneuverability rating as a liquefied zombie drops to clumsy.
Defense: A liquefied zombie's natural
armor bonus to Defense increases to the following, based on its size (but use the base creature's natural
armor bonus if it's higher): Small or smaller +0, Medium +1, Large +2, Huge +3, Gargantuan +6, Colossal +10.
Attacks: The liquefied zombie retains all the natural
attacks, manufactured
weapons, and weapon proficiencies of the base creature. A liquefied zombie also gains a slam attack.
Damage: Natural and manufactured
weapons deal
damage normally. A slam
attack deals
damage depending on the liquefied zombie's size (but use the base creature's slam
damage if it's greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6.
Special Qualities: A liquefied zombie loses all of the base creature's supernatural and spell-like qualities except for immunity or resistance to specific energy types. A liquefied zombie may retain any or all of the base creature's extraordinary abilities at the GM's discretion. In addition to gaining the undead
type, a liquefied zombie has the following
special quality.
Liquefied Spew (Ex): Whenever a liquefied zombie is damaged in
combat by anything other than a bludgeoning
weapon, some of the liquefied tissue spews forth, covering everything within 5 feet of the liquefied zombie. The scalding liquid deals 1d6 points of
damage and exposes anyone it touches to the
disease of necrotizing faciitis.
Darkvision (Ex): Liquefied zombies have darkvision with a range of 60 feet.
Allegiances: A liquefied zombie loses any previous
allegiances and adopts a new allegiance to its creator. This allegiance cannot be broken.
Action Points: A liquefied zombie does not acquire or amass
action points. It loses any
action points gained by the base creature.
Ability Scores: A liquefied zombie's
ability scores change as follows: Str +4, Dex -2. Additionally, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1.
Skills: The liquefied zombie loses all
skills.
Human Liquefied Zombie: CR 2; Medium undead; HD 3d12+3 (includes
Toughness feat); hp 22; Init -1; Spd 30 ft.;
Defense 10, touch 9, flat-footed 10 (-1 Dex, +1 natural); BAB +0; Grap +2; Atk +2 melee (1d6+3, slam); Full Atk +2 melee (1d6+3, slam); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ undead, liquefied spew, darkvision 60 ft.; AL creator; SV Fort +1, Ref +0, Will +3; AP 0; Rep +0; Str 15, Dex 8, Con -, Int -, Wis 10, Cha 1.
Otyugh Liquefied Zombie: CR 8; Large undead; HD 18d12+3 (includes
Toughness feat); hp 120; Init +0; Spd 20 ft.;
Defense 17, touch 9, flat-footed 17 (-1 size, +8 natural); BAB +9; Grap +19; Atk +14 melee (1d6+9, tentacle rake); Full Atk +14 melee (1d6+6, 2 tentacle rakes), +9 melee (2d6+3 plus
disease, bite); FS 10 ft. by 10 ft.; Reach 10 ft. (15 ft. with
tentacles); SQ undead, liquefied spew, improved grab, constrict 1d6+6,
disease, darkvision 60 ft.; AL creator; SV Fort +6, Ref +6, Will +11; AP 0; Rep +0; Str 22, Dex 10, Con -, Int -, Wis 10, Cha 1.