Traits

Shapechanger: The wererat can use all its actions to transform into the rat/humanoid hybrid or the giant rat or back into its natural form, which is the humanoid. Except for its size, all statistics are the same in all forms. It is prohibited from wearing or carrying any equipment. In the event of its death, it will return to its original form.

Keen Smell: According to this, the wererat monster has an advantage in wisdom (perception) checks that rely on smell.

Actions

Multiattack (Humanoid, Hybrid Form Only).: The wererat is capable of making two attacks, one of which may be a bite.

Only Bite (Rat, Hybrid Form)This monster can use the Bite (Rat and Hybrid Form Only), action to make a Melee Weapon attack: +4 to hit, reach five feet, one target. It can also inflict 4 (d4 + 2) piercing wounds. Let’s say that a target is a humanoid. If it succeeds on a DC 11 Constitution saving Throw, or is Cursed with wererat-lycanthropy.

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Shortsword (Humanoid, Hybrid Form Only).This action allows the dnd monster to create a Melee Weapon. Attack: +4 to hit, reach five feet, one target Hit: 5 (1d6 +2 piercing damage).

Hand Crossbow (Humanoid and Hybrid Only)This action can be used to make a Ranged Weapon. Attack: +4 to hit. Range 30/120 feet. One target. Hit: 5 (1d6 +2 piercing damage).

Attributes Of Wererat DnD 5E Monster

AC 12
Alignment Lawful Evil
CHA 8
CON 12
Challenge Rating 2
DEX 15
HP 33 (6d8+6)
INT 11
Immunities Bludgeoning and Piercing with Nonmagical Weapons
Languages Common (Cannot Speak in Rat Form).
Passive Perception 12
Roll 0 Take 1d20 and 4 1d4+2
Roll 1 Shortsword 1d20 + 4 shortsword 1d6+2
Roll 2 Hand Crossbow 1d20+4 1d6+2
STR 10
Senses Darkvision 60 Ft.
Size Medium
Skills Stealth +4 & Perception +2
Speed 30 ft.
Type humanoid (humanoid, shapechanger)
WIS 10