Wererat, Hybrid form
Medium humanoid (human), lawful evil
|10 (+0)||15 (+2)||12 (+1)||11 (+0)||10 (+0)||8 (-1)|
Speed 30 ft.
Skills Perception +2, Stealth +4
Damage immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
Senses passive perception 12
Shapechanger 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.
Keen Smell The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack The wererat makes two attacks, only one of which can be a bite.
Bite 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 Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.