Wererat-Kin Killers (CR 2)

Wererat-Kin Killers CR 2

XP 600
Male wererat-kin skinwalker (nightskulk) rogue 3
LE Medium humanoid (shapechanger, skinwalker)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +7


AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 26 (3d8+9)
Fort +3, Ref +6, Will +2
Defensive Abilities danger sense +1, evasion


Speed 30 ft.
Melee mwk shortsword +7 (1d6+3/19–20)
Ranged dagger +5 (1d4/19–20)
Special Attacks bleeding attack +2, distraction (DC 12), sneak attack +2d6


Before Combat Wererat-kin killers drink their potions of darkvision and assume bestial form with the distraction special ability before they attack.

During Combat Wererat-kin use their distraction ability to help position themselves around opponents so they can make sneak attacks in melee.

Morale Wererat-kin killers flee if reduced to 5 hp or less.

Base Statistics

In their human form, a wererat-kin killer statistics are:

Init +2; AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex), Ref +5; Melee mwk shortsword +6 (1d6+2/19–20); Ranged dagger +5 (1d4/19–20); Dex +15; CMD 15; Skills Acrobatics +7, Disable Device +7, Sleight of Hand +7, Stealth +7 (+9 in urban environments).


Str 11, Dex 17, Con 14, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Blind-Fight, Weapon Finesse, Weapon Focus (shortsword)
Skills Acrobatics +8, Bluff +6 (+2 vs. nonshapechanger humanoids in bestial form), Climb +5, Disable Device +8, Intimidate +4 (+0 vs. non-shapechanger humanoids in bestial form), Perception +7, Sense Motive +7, Sleight of Hand +8, Stealth +8 (+10 in urban environments); Racial Modifiers +2 Handle Animal and Stealth checks in urban environments, –4 on all Charisma and Charisma-based checks versus creatures without the shapechanger type while in bestial form.
Languages Common
SQ animal-minded, change shape (4/day, [bite, climb speed 30 ft., distraction, scent]), rogue talent (bleeding attack +2), trapfinding +1
Combat Gear potion of cure light wounds, potion of darkvision; Other Gear masterwork light trooper armor, dagger, masterwork shortsword, thieves’ tools, 32 gp


Animal-Minded (Ex)

Wererat-kin have a +2 racial bonus on Handle Animal and Stealth checks in urban environments.

Change Shape (Su)

A skinwalker can change shape into a bestial form as a standard action. In bestial form, a wererat-kin gains a +2 racial bonus to Dexterity. While in this form, a skinwalker also takes on an animalistic feature which provides an additional special effect. Each time a wererat-kin assumes bestial form, she can choose to gain one of the following features:

  • A bite attack that deals 1d6 points of damage.
  • A Climb speed of 30 feet.
  • The distraction universal monster ability.
  • The scent ability with a 30-foot range.

The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level.

Section 15: Copyright Notice

Alien Codex © 2018, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.

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