WeremooseCreature 3
Source Pathfinder Howl of the Wild
Perception +6 (low light vision, scent (imprecise) 60 feet)
Languages Common, Deer Empathy
Skills Athletics +9, Intimidation +8
Str +4, Dex +1, Con +4, Int -1, Wis +1, Cha +1
AC 19; Fort +11; Reflex +8; Will +6;
HP 60
Speed 30 feet
Weaknesses Silver 5
Greataxe
+11 (+6, +1) to hit (sweep) 1d12+6 SlashingHatchet
+11 (+7, +3) to hit (agile, sweep) 1d6+6 SlashingHatchet
+8 (+4, +0) to hit (agile, thrown 10) 1d6+6 SlashingDeer Empathy (primal)
A weremoose can communicate with deer, including moose.
Cold AdaptationThe weremoose treats environmental cold effects as if they were one step less extreme.
Change Shape
(concentrate, polymorph, primal)Medium human with fist +11 for 1d4+6 bludgeoning,
or
Large moose with antler and hoof +11 for 1d8+6 bludgeoning.
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 Weremoose (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 antlers 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
Thundering Charge
The weremoose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 17 fortitude save or be Stunned 1.
Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.
A weremoose's tendencies toward stubbornness and a grumpy attitude make it difficult for them to get along with others. Most often, they live as hunters or hermits, taking in the peace of their natural surroundings. If their territory is invaded, they don't hide or retreat but are unlikely to attack. If someone else starts the fight, though, a weremoose retaliates without mercy.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
BeastA 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.
HumanA 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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
WerecreatureThese shapechanging creatures can shift between animal, humanoid, and hybrid forms.