Wererats of Sharptooth’s Den | The Dais and Column
Wererats of Sharptooth’s Den
The Wererats of Sharptooth’s Den
These loathsome wererats have been cursed with lycanthropy for so long that they’ve mostly forgotten their human form. They have found that if they hide from the light of the sun they can stay as a man-sized rat as long as they wish. Even if they do revert to human form, they retain many rat-like characteristics: large ears, long, sharp teeth, twitching whiskers. Only their women stay in nearly human form, but they’re quite insane.
Their goals are fairly simple: dig greater warrens, eat as much as they can, and sacrifice prey to Lord Sharptooh. They often lay fiendish traps and ambushed. They’re not afraid to use whatever poisons or disease-ridden filth are around to try to even out a fight.
Here’s the common statistics for a Sharptooth Wererat:
Sharptooth Wererat, CE, 40′, AC 7 (9 in human form), HD 3, 1d4 (bite) or by weapon, F3, Mo 8, xp 140
They may hide in their home territory with 80% success since their clothing is designed to blend in. Alternatively, they surprise enemies on a 1-4 on a d6.
They have Darkvision out to 60′.
In rat-form they are immune to normal weapons and are only harmed by magic or silver weapons.
In human form, normal weapons deal non-lethal damage that heal when night falls.
They have no chance to accidentally expose themselves to their own poisoned weapons.
Can speak while in rat-form.
If touched by the wolfsbane plant, they must Save vs Poison or flee.
Once per day, can summon 1d2 Giant Rats that arrive in 1d4 rounds from a random direction.
There are five types of Sharptooth Wererat: the Sickle-rat, Shot-rat, Man-rat, Gnaw-rat, and Swarm-rat. The Warrens are led by the Master-rat, a cleric and true-believer in the power Lord Sharptooth grants them.
Sickle-rat: uses two small sickles in combat that do 1d6 each. XP 165
The cloaked gray rat-man screeches as he lunges. A flurry of quick slashes from his chipped sickles clashes against your armor.
Shot-rat: uses a crude longbow and poisoned arrows. The arrows deal 1d8 damage and the victim must make a Save vs Poison or be infected by a virulent strain of Red Feverfew disease. Victims show symptoms (very high fever, deliriousness, and very flushed skin) in 3 Turns. The victim takes a -2 penalty to hit and move at half-speed. Within 24 hours the victim be unable to stand and death occurs after four days. A Shot-rat will often open fire from a hiding spot, seek new cover, then hide again. Once a victim has been hit once or twice, they’ll retreat to safety. XP 165
You spot only the smallest gleam of light from a yellowed eye before an arrow whizzes by your ear. The hooded rat hisses venomously, tucks his sinew-strung bow under his cloak, and disappears behind a cluster of stones.
Man-rat: uses a spiked club and shield, giving it an AC of 6 and dealing 1d8 damage. He’s also a 3+1 HD creature. Several of the spines in their club are naturally poisoned. Victims struck by it must Save vs Poison or be Slowed for 6 Turns, after which they must Save vs Poison again or fall unconscious for 6 hours. These clubs only remain poisoned for 1d4 days. XP 275.
The hooded rat is bigger and taller than the others, though the heavy wooden shield he carries makes him steep. His eyes are cruel points of light that are reflected in the spines on his club. As he swings for your head, a musky stench overwhelms your nostrils.
Gnaw-rat: uses only their teeth. They’ve been driven into a bloodlust madness and seek only bore through their victims as fast as they can. To that end, they have are 3+3 HD, a movement rate of 45′, their bite deals 1d4+1 damage and they are AC 3 against attacks incurred if they leave a threatened square. When not in combat, a Gnaw-rat will chew on whatever wood is around and, if prevented from doing so, will chew on their own fingers or toes. XP 275
The skinny rat-creature is wearing only rags and skitters along the . Filthy bandages are wrapped around their bony front and back paws. When it’s close enough, it lunges at you with a terrible screech and razor-sharp teeth.
Swarm-rat: can summon Giant Rats as many times per day as they’d like. Treat this ability like a spell which can be interrupted if the Swarm-rat takes damage. 10% (instead of 5%) of these Giant Rats are infected with Filthplague (see the entry for Rats for details). Don’t forget to keep track of when these Giant Rats will arrive. These are the elders of the Sharptooth Wererats, so their movement rate is 30′ and they don’t carry weapons. They will always be encountered with 4x Giant Rats to start. XP 165
The nearly furless creature has a bent back and leans heavily on a cane. Rheumy eyes and bent whiskers twitch when he croaks orders to the huge rats playing at his feet. From behind you, squeaks and red eyes answer the elderly rat-man’s call.
Master-rat, CE, 40’, AC 7, HD 7+2, lvl 4 Cleric, 1d10+bleeding, F7, Mo 10, xp 3700
The club causes terrible wounds that bleed profusely. Starting on the round after being struck, victims take 1 hp of bleeding damage per round. Multiple bleeding effects stack.
Spells: 1: Cure Light Wounds x2, Protection from Good; 2: Bless, Silence 15’
He also carries a Potion of Growth.
The bloated rat-creature carries a huge wooden club covered in iron spikes, bits of sharpened metal, and glass. He wears a crown of bone and sinew on his head and a tattered red cloak around his shoulders. “You will make good sacrifice to Lord Sharptooth!” he screeches.
Let me know if there are other types of Sharptooth Wererats that I’ve overlooked!
This entry was posted in Monsters and tagged bite, disease, lycanthropy, monster, Poison, rat, Sharptooth, wererat on December 28, 2013 by Adam Rizevski.
← The Den of Lord Sharptooth – Level 2 Blacksmith and Doctor professions →
Weapon Carrying Capacity: The Two-and-a-Half Weapon Rule
Dragonroost Chasm
Dragon's Egg Crack
Wererats of Sharptooth’s Den | The Dais and Column
Wererats of Sharptooth’s Den
The Wererats of Sharptooth’s Den
These loathsome wererats have been cursed with lycanthropy for so long that they’ve mostly forgotten their human form. They have found that if they hide from the light of the sun they can stay as a man-sized rat as long as they wish. Even if they do revert to human form, they retain many rat-like characteristics: large ears, long, sharp teeth, twitching whiskers. Only their women stay in nearly human form, but they’re quite insane.
Their goals are fairly simple: dig greater warrens, eat as much as they can, and sacrifice prey to Lord Sharptooh. They often lay fiendish traps and ambushed. They’re not afraid to use whatever poisons or disease-ridden filth are around to try to even out a fight.
Here’s the common statistics for a Sharptooth Wererat:
Sharptooth Wererat, CE, 40′, AC 7 (9 in human form), HD 3, 1d4 (bite) or by weapon, F3, Mo 8, xp 140
They may hide in their home territory with 80% success since their clothing is designed to blend in. Alternatively, they surprise enemies on a 1-4 on a d6.
They have Darkvision out to 60′.
In rat-form they are immune to normal weapons and are only harmed by magic or silver weapons.
In human form, normal weapons deal non-lethal damage that heal when night falls.
They have no chance to accidentally expose themselves to their own poisoned weapons.
Can speak while in rat-form.
If touched by the wolfsbane plant, they must Save vs Poison or flee.
Once per day, can summon 1d2 Giant Rats that arrive in 1d4 rounds from a random direction.
There are five types of Sharptooth Wererat: the Sickle-rat, Shot-rat, Man-rat, Gnaw-rat, and Swarm-rat. The Warrens are led by the Master-rat, a cleric and true-believer in the power Lord Sharptooth grants them.
Sickle-rat: uses two small sickles in combat that do 1d6 each. XP 165
The cloaked gray rat-man screeches as he lunges. A flurry of quick slashes from his chipped sickles clashes against your armor.
Shot-rat: uses a crude longbow and poisoned arrows. The arrows deal 1d8 damage and the victim must make a Save vs Poison or be infected by a virulent strain of Red Feverfew disease. Victims show symptoms (very high fever, deliriousness, and very flushed skin) in 3 Turns. The victim takes a -2 penalty to hit and move at half-speed. Within 24 hours the victim be unable to stand and death occurs after four days. A Shot-rat will often open fire from a hiding spot, seek new cover, then hide again. Once a victim has been hit once or twice, they’ll retreat to safety. XP 165
You spot only the smallest gleam of light from a yellowed eye before an arrow whizzes by your ear. The hooded rat hisses venomously, tucks his sinew-strung bow under his cloak, and disappears behind a cluster of stones.
Man-rat: uses a spiked club and shield, giving it an AC of 6 and dealing 1d8 damage. He’s also a 3+1 HD creature. Several of the spines in their club a
re naturally poisoned. Victims struck by it must Save vs Poison or be Slowed for 6 Turns, after which they must Save vs Poison again or fall unconscious for 6 hours. These clubs only remain poisoned for 1d4 days. XP 275.
The hooded rat is bigger and taller than the others, though the heavy wooden shield he carries makes him steep. His eyes are cruel points of light that are reflected in the spines on his club. As he swings for your head, a musky stench overwhelms your nostrils.
Gnaw-rat: uses only their teeth. They’ve been driven into a bloodlust madness and seek only bore through their victims as fast as they can. To that end, they have are 3+3 HD, a movement rate of 45′, their bite deals 1d4+1 damage and they are AC 3 against attacks incurred if they leave a threatened square. When not in combat, a Gnaw-rat will chew on whatever wood is around and, if prevented from doing so, will chew on their own fingers or toes. XP 275
The skinny rat-creature is wearing only rags and skitters along the . Filthy bandages are wrapped around their bony front and back paws. When it’s close enough, it lunges at you with a terrible screech and razor-sharp teeth.
Swarm-rat: can summon Giant Rats as many times per day as they’d like. Treat this ability like a spell which can be interrupted if the Swarm-rat takes damage. 10% (instead of 5%) of these Giant Rats are infected with Filthplague (see the entry for Rats for details). Don’t forget to keep track of when these Giant Rats will arrive. These are the elders of the Sharptooth Wererats, so their movement rate is 30′ and they don’t carry weapons. They will always be encountered with 4x Giant Rats to start. XP 165
The nearly furless creature has a bent back and leans heavily on a cane. Rheumy eyes and bent whiskers twitch when he croaks orders to the huge rats playing at his feet. From behind you, squeaks and red eyes answer the elderly rat-man’s call.
Master-rat, CE, 40’, AC 7, HD 7+2, lvl 4 Cleric, 1d10+bleeding, F7, Mo 10, xp 3700
The club causes terrible wounds that bleed profusely. Starting on the round after being struck, victims take 1 hp of bleeding damage per round. Multiple bleeding effects stack.
Spells: 1: Cure Light Wounds x2, Protection from Good; 2: Bless, Silence 15’
He also carries a Potion of Growth.
The bloated rat-creature carries a huge wooden club covered in iron spikes, bits of sharpened metal, and glass. He wears a crown of bone and sinew on his head and a tattered red cloak around his shoulders. “You will make good sacrifice to Lord Sharptooth!” he screeches.
Let me know if there are other types of Sharptooth Wererats that I’ve overlooked!
This entry was posted in Monsters and tagged bite, disease, lycanthropy, monster, Poison, rat, Sharptooth, wererat on December 28, 2013 by Adam Rizevski.
← The Den of Lord Sharptooth – Level 2 Blacksmith and Doctor professions →
Weapon Carrying Capacity: The Two-and-a-Half Weapon Rule
Dragonroost Chasm
Dragon's Egg Crack