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Romi BrackenCreature 4


UniqueMediumBeastHumanHumanoidWerecreature
Source Pathfinder #213: Thirst for Blood
Perception +9 (echolocation (precise) 40 feet, low light vision)
Languages Aklo, Common, Sakvroth, Thalassic, Bat Empathy
Skills Lore +9, Acrobatics +10, Crafting +7, Deception +10, Diplomacy +8, Religion +7, Society +7, Stealth +10, Survival +7, Thievery +10
Str +0, Dex +4, Con +2, Int +1, Wis +1, Cha +2

AC 21; Fort +8; Reflex +12; Will +9;
HP 61
Speed 25 feet (fly 25 feet)
Weaknesses Silver 5

Blood-Drinker Blade One Action +11 (+7, +3) to hit (agile, finesse, magical, versatile s) 2d6+4 Piercing
Dagger One Action +10 (+5, +0) to hit (thrown 30) 1d6+1 Piercing

Bat Empathy (primal)

Romi can communicate with bats.

Echolocation

Romi can use their hearing as a precise sense at the listed range.

Surprise Attack

On the first round of combat, if Romi rolls Deception or Stealth for initiative, creatures that haven't acted are Off-Guard to him.

Change Shape One Action (concentrate, polymorph, primal)

The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.

In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.

In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Curse of the Werebat (curse, primal)

This curse affects only humanoids.


Saving Throw DC 18 fortitude

On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.

The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.

Deny Advantage

Romi isn't Off-Guard to Hidden, Undetected, or flanking creatures of his level or lower, or creatures of his level or lower using surprise attack.

Moon Frenzy (polymorph, primal)

When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.

When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.

Effect: Moon Frenzy

Sneak Attack

Romi deals 1d6 extra precision damage to Off-Guard creatures.

Tumble Behind

When Romi successfully Tumbles Through a creature's space, the creature is Off-Guard against the next attack Romi makes against it before the end of his turn.

Unbalancing Blow

When Romi critically hits and deals damage with a Strike, the target is Off-Guard against his attacks until the end of his next turn.



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Werecreature

These shapechanging creatures can shift between animal, humanoid, and hybrid forms.