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.
Same as the character +2.
Same as the character plus the dire rat's base Hit Dice
Same as the character while in humanoid form. In hybrid or rat form, speed
becomes 40 ft., climb 20 ft.
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
Same as the character.
Apply modifiers for Strength and size depending on the lycanthrope's form.
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.
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
with +1 or better magic bonus.
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.
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.
Same as the character, with a +2 species bonus on Fortitude and Reflex saves
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.
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.
+9, Climb +11, Escape Artist +9, Hide +10, Knowledge (streetwise) +3, Listen +4, Move Silently +8, Search +3, Spot +4, Tumble +9.
Loaded Colt Python (.357 revolver), knife, casual clothes.
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.
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.
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.
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.
The creature's type
changes to undead.
If the base creature could fly
, its maneuverability rating as a liquefied zombie drops to clumsy.
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.
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.
Natural and manufactured weapons
normally. A slam attack
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.
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.
A liquefied zombie loses any previous allegiances
and adopts a new allegiance to its creator. This allegiance cannot be broken.
A liquefied zombie does not acquire or amass action points
. It loses any action points
gained by the base creature.
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.
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.