A start:
Wererat lords are a powerful form of natural lycanthrope, rulers of their close kin, the common wererats. A tribe of wererat lords surrounds itself with their infected creations as obedient servants, but other wererats sometimes congregate around wererat lords, who they worship with nearly religious devotion.
Wererat lord society is often mobile, with a group of wererat lords and their lycanthropic entourage moving on once they've drained a town of its most valuable possessions.
Combat
Wererat lords are fond of ambushes, preferentially using their common wererat minions to do the actual fighting. Given time, they use summon ratkin to call rat allies to send into combat. When forced into combat themselves, wererat lords prefer to fight with manufactured rather than natural weapons, using their class abilities extensively.
Hmm, that's missing a few points.
Firstly, Wererat Lords live up to 200 years - twice as long as a normal human.
Secondly, as an addenda to that, are all Wererat Lords human? I'm suspecting they are, since there's no mention of Wererat Lords of other races.
Thirdly, the original text implies they like missile weapons: "
Even better, they prefer to use missile weapons from a safe place, or else set traps and ambushes".
Fourthly, the text has "
Wererat lords are born, not made, and must be sired by two wererat lords" which I'm assuming means both mother and father must be a Wererat Lord rather than that Wererat Lords all have two fathers, which is what it means literally...
How about:
Wererat lords are a powerful form of natural lycanthrope who regard themselves as the aristocratic rulers of wererat kind. Many ordinary wererats worship wererat lords with nearly religious devotion, but most wererat lords view their lesser kin as nothing but expendable pawns.
Wererat lords live by themselves or in small family groups surrounded by obedient (and usually dim-witted) servants, usually common wererats created by the wererat lord's infectious bite. They prefer to live in large settlements such as cities, where they can murder, devour and steal from humanoids while hiding in their midst. Their normal strategy is to take over a small guild or noble house by infecting all its members with lycanthropy, and then live in luxury off the labour and wealth of their infected slaves. Thieves guilds are a favorite target. They quickly move on to the next town once they've drained the neighbourhood of treasure or if the locals become too suspicious.
All known wererat lords have been human, but extraordinarily long lived ones - a wererat lord's lifespan is fully twice that of a normal human. Wererat lords are very rare, probably because they only produce more of their kind when they mate with another wererat lord.
COMBAT
Wererat lords are cowardly creatures who would rather use their
summon ratkin power and wererat minions to do their fighting for them. They prefer ranged attacks, ambushes, and traps over melee combat. Wererat lords prefer to fight with manufactured rather than natural weapons, using their class abilities extensively.
A wererat lord will quickly abandon its followers to save its own skin, but may be willing to take a few risks to save another member of its tight-knit family.
By the way, I noticed that they should be able to force their common wererat slaves to transform according to the original text. Shouldn't we add that to the Command Cursed Wererat ability?
That seems a good idea, although it's worth noticing that in the original it was only the "clan leader" who could force this transformation. Maybe we should set a minimum HD/level for this ability, like we did with the
summon ratkin ability?
Speaking of summon ratkin, I just noticed we've got "
at 8 Hit Dice it gains the ability to summon wererats" in the text but the table shows it getting that ability at 6 HD.
Oops!
I suggest making the 6-7 HD row for the summon wererats "—" like the 4-5 HD row.