Wererat

SizeMedium
TypeHumanoid
Alignmentlawful evil
Armor Class12
Hit Points33
Hit Dice6d8+6
Walk Speed (ft)30
10
+0
15
+2
12
+1
11
+0
10
+0
8
-1
Challenge Rating2
Darkvision (ft)60
Passive Perception12
Damage ImmunitiesBludgeoning, Piercing, Slashing
EnvironmentsCaves, Forest or Jungle, Ruins, Sewer, Shadowfell, Feywild, Urban
Traits

Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

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.

Actions

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.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Multiattack. The wererat makes two attacks, only one of which can be a bite.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.