Fenrir, wererat

Physical Description:
  • Fenrir, a wiry and nimble figure, possesses the unsettling features of a wererat. His fur is a mottled blend of gray and brown, and his eyes gleam with a cunning intelligence. Sharp claws extend from his fingers, and his feral, rat-like features showcase his lycanthropic nature.
Fighting Strategy:
  • Fenrir relies on agility and guerrilla tactics in combat. He favors hit-and-run maneuvers, exploiting his natural speed and rat-like cunning to outmaneuver opponents. In hybrid form, Fenrir combines vicious bites and slashing attacks with his claws.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 10 14 (+2) 8 (-1)
Statistics:
  • Armor Class: 12 (natural armor)
  • Health Points: 60 (8d8 + 16)
  • Speed: 30 ft. (humanoid), 40 ft. (rat), 40 ft. (hybrid)
Resistances, Immunities, and Vulnerabilities:
  • Damage Immunities: Bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons.
  • Condition Immunities: Charmed, frightened
Saving Throws and Skills:
  • Saving Throws: Wis +4
  • Skills: Perception +4, Stealth +5
Abilities:
  • Keen Smell: Fenrir has advantage on Wisdom (Perception) checks that rely on smell.
  • Shapechanger: Fenrir can use his action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into his true humanoid form.
  • Pack Tactics: Fenrir has advantage on an attack roll against a creature if at least one of Fenrir's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions:
  • Multiattack: Fenrir makes three attacks: one with his bite and two with his claws.
  • Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
  • Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Weaknesses
  • Silver Vulnerability: Attacks made with silvered weapons deal additional damage to Fenrir.
  • Fear of Fire: Fenrir has an instinctive fear of fire, and its presence can cause him to retreat or lose focus in combat.