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Werebat WarriorCreature 3


UncommonMediumBeastHumanHumanoidWerecreature
Source Pathfinder #213: Thirst for Blood
Perception +10 (echolocation (precise) 40 feet, low light vision)
Languages Common, Sakvroth, Bat Empathy
Skills Acrobatics +10, Athletics +8, Deception +6, Society +7, Stealth +10
Str +2, Dex +4, Con +3, Int +1, Wis +3, Cha +0

AC 19; Fort +10; Reflex +11; Will +8;
HP 45
Speed 25 feet
Weaknesses Silver 5

Javelin One Action +11 (+6, +1) to hit (thrown 30) 1d6+3 Piercing
Rapier One Action +11 (+6, +1) to hit (deadly d8, disarm, finesse) 1d6+3 Piercing

Bat Empathy (primal)

A werebat can communicate with bats.

Echolocation

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

Wing Thrash Reaction

Trigger An adjacent enemy damages the werebat


Effect The werebat makes one or two wing Strikes, each against a different adjacent creature.

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 17 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.

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

Vicious Swing Two Actions

Frequency once per turn


Effect The werebat unleashes a particularly powerful attack that devastates their enemy but leaves the werebat a bit unsteady. The werebat makes a melee Strike. This counts as two attacks when calculating their multiple attack penalty. If this Strike hits, the werebat deals an extra die of weapon damage.



Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.