Wererat Lord (5e Creature)
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Medium humanoid (human, shapechanger), lawful evil
Saving Throws Dex +8, Con +6, Wis +5
Shapechanger. The wererat can use its action to polymorph into a Large rat-humanoid hybrid or into a dread 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.
Savage Attacker. The wererat can reroll damage dice and take the higher of the two rolled.
Cleaver. When the wererat reduces a creature to 0 hit points, it can make one additional melee attack against a creature within reach.
Speak with Rats. The wererat can communicate with rats and rat-like creatures as if they shared a language.
Natural Weapon Mastery. The wererat adds its proficiency bonus to the damage rolls for its bite and claw attacks (included in the attacks).
Multiattack. The wererat makes three attacks: one with its bite and two with its claws or hand crossbow.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wererat lycanthropy.
Claw (Rat or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d6 + 8) slashing damage.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Wererat lords are deceptive and sneaky. They are the rogues of the lycanthropes. Wererat lords are wererats who have lived with their lycanthropy for centuries and have embraced it, becoming deceptive and manipulative.