Shapechanger. The assassin 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.
Keen Smell. The assassin wererat has advantage on Wisdom (Perception) checks that rely on smell.
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin wererat is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the assassin wererat deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin wererat that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.
Innate Spellcasting. The assassin wererat can innately cast the following spells, requiring no material components:
1/day each: darkness, invisibility
3/day: misty step
Multiattack (Humanoid or Hybrid Form Only). The assassin wererat makes two shortsword attacks, it can replace one with its bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: [rollable]+7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: [rollable]+7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
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