Pathfinder Reference Document
Pathfinder Reference Document

Lycanthrope, Werebat

This furred humanoid has protruding fangs and thin membranes of tissue connecting its arms to its sides.

Werebat (Human Form) CR 3

XP 800

Human natural werebat rogue 3

NE Medium humanoid (human, shapechanger)

Init +2; Senses low-light vision, scent; Perception +8

Defense

AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)

hp 23 (3d8+6)

Fort +3, Ref +5 (+1 vs. traps), Will +3

Defensive Abilities evasion, trap sense +1

Offense

Speed 30 ft.

Melee mwk short sword +6 (1d6+2/19–20)

Ranged mwk shortbow +5 (1d6/×3)

Special Attacks sneak attack +2d6

Statistics

Str 14, Dex 15, Con 15, Int 10, Wis 14, Cha 6

Base Atk +2; CMB +4; CMD 16

Feats Agile Maneuvers, Combat Reflexes, Weapon Focus (short sword)

Skills Acrobatics +8, Climb +8, Disable Device +8, Disguise +4, Handle Animal +1, Intimidate +4, Perception +8, Sense Motive +8, Sleight of Hand +8, Stealth +8

Languages Common

SQ change shape (human, hybrid, and bat; polymorph), lycanthropic empathy (bats and dire bats), rogue talents (ledge walker), trapfinding +1

Ecology

Environment temperate forests or hills

Organization solitary, pair, or gang (3–5)

Treasure NPC gear (leather armor, mwk shortbow with 20 arrows, mwk short sword, other treasure)

Werebat (Hybrid Form)

NE Medium humanoid (human, shapechanger)

Init +2; Senses low-light vision, scent; Perception +8

Defense

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)

hp 26 (3d8+9)

Fort +4, Ref +5 (+1 vs. traps), Will +3

Defensive Abilities evasion, trap sense +1; DR 10/silver

Offense

Speed 30 ft., fly 40 ft. (average)

Melee bite +5 (1d6+3), 2 claws +5 (1d4+3)

Special Attacks curse of lycanthropy, sneak attack +2d6

Statistics

Str 16, Dex 15, Con 17, Int 10, Wis 14, Cha 6

Base Atk +2; CMB +4; CMD 17

Feats Agile Maneuvers, Combat Reflexes, Weapon Focus (short sword)

Skills Acrobatics +8, Climb +9, Disable Device +8, Disguise +4, Handle Animal +1, Intimidate +4, Perception +8, Sense Motive +8, Sleight of Hand +8, Stealth +8

Languages Common

SQ change shape (human, hybrid, and bat; polymorph), lycanthropic empathy (bats and dire bats), rogue talents (ledge walker), trapfinding +1

Werebats are hybrids of vampiric bats and humanoids, possessed of a ravenous bloodlust. As opposed to vampires, with which werebats are often confused, these lycanthropes are often more savage and less calculating than the shapeshifting undead. As though to prove a point, some werebats go out of their way to take down powerful vampire lords and commandeer the vampires' positions—though many also become slaves to such undead after underestimating their prowess.

Natural werebats typically look like normal members of their humanoid parent race, though they often have dark hair, lithe frames, severe features, and slightly pointed ears. They typically stand taller than normal for their race, but weigh significantly less.

Lycanthrope, Werecrocodile

Standing taller than a man, this humanoid figure wears filth-covered rags over its scaly form.

Werecrocodile (Human Form) CR 3

XP 800

Human natural werecrocodile fighter 3

NE Medium humanoid (human, shapechanger)

Init +5; Senses low-light vision, scent; Perception +4

Defense

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 27 (3d10+6)

Fort +7, Ref +2, Will +2 (+1 vs. fear)

Defensive Abilities bravery +1

Offense

Speed 30 ft.

Melee mwk battleaxe +7 (1d8+3/×3)

Statistics

Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 6

Base Atk +3; CMB +6; CMD 17

Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Run

Skills Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +11

Languages Common

SQ armor training 1, change shape (human, hybrid, and crocodile; polymorph), lycanthropic empathy (crocodiles and dire crocodiles)

Ecology

Environment warm rivers or marshes

Organization solitary, pair, or colony (3–12)

Treasure NPC gear (mwk battleaxe, other treasure)

Werecrocodile (Hybrid Form)

NE Medium humanoid (human, shapechanger)

Init +5; Senses low-light vision, scent; Perception +4

Defense

AC 23, touch 11, flat-footed 16

(+1 Dex, +6 natural)

hp 30 (3d10+9)

Fort +8, Ref +2, Will +2; +1 vs. fear

Defensive Abilities bravery +1; DR 10/silver

Offense

Speed 30 ft., swim 20 ft.; sprint

Melee bite +7 (1d8+4 plus grab and curse of lycanthropy), tail slap +2 (1d12+2)

Special Attacks curse of lycanthropy, death roll (1d8+4 plus trip), grab

Statistics

Str 19, Dex 13, Con 16, Int 12, Wis 12, Cha 6

Base Atk +3; CMB +7 (+11 grapple); CMD 18

Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Run

Skills Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +19

Languages Common

SQ armor training 1, change shape (human, hybrid, and crocodile; polymorph), hold breath, lycanthropic empathy (crocodiles and dire crocodiles), sprint

Special Abilities

Death Roll (Ex) When grappling a foe of its size or smaller, a werecrocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, the werecrocodile deals its bite damage, knocks the creature prone, and maintains the grapple.

Sprint (Ex) Once per minute, a werecrocodile can increase its land speed to 60 feet for 1 round.

Werecrocodiles merge the ruthless determination of a crocodile with the intelligence and adaptability of a humanoid. This fusion creates a maliciously cunning creature with no doubt of its own martial superiority.

Lycanthrope, Wereshark

This muscular creature has a human body, but the head of a ravenous shark, complete with jet-black eyes and razorlike teeth.

Wereshark (Human Form) CR 3

XP 800

Human natural wereshark fighter 3

CE Medium humanoid (human, shapechanger)

Init +1; Senses low-light vision, scent; Perception +2

Defense

AC 11, touch 11, flat-footed 10 (+1 Dex)

hp 33 (3d10+12)

Fort +5, Ref +2, Will +3 (+1 vs. fear)

Defensive Abilities bravery +1

Offense

Speed 30 ft.

Melee mwk trident +9 (1d8+3)

Statistics

Str 17, Dex 12, Con 14, Int 8, Wis 15, Cha 8

Base Atk +3; CMB +6; CMD 17

Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)

Skills Survival +8, Swim +10

Languages Common

SQ armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks)

Ecology

Environment any oceans or coastlines

Organization solitary, pair, or shiver (3–6)

Treasure NPC gear (mwk trident, other treasure)

Wereshark (Hybrid Form)

CE Medium humanoid (human, shapechanger)

Init +1; Senses blindsense 30 ft., low-light vision, keen scent; Perception +2

Defense

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)

hp 36 (3d10+15)

Fort +6, Ref +2, Will +3 (+1 vs. fear)

Defensive Abilities bravery +1; DR 10/silver

Offense

Speed 30 ft.

Melee mwk trident +9 (1d8+4), bite +2 (1d8+2 plus curse of lycanthropy)

Statistics

Str 19, Dex 12, Con 16, Int 8, Wis 15, Cha 8

Base Atk +3; CMB +7; CMD 18

Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)

Skills Survival +8, Swim +11

Languages Common

SQ armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks)

In either humanoid or hybrid form, a wereshark is generally burly, has a mouth full of unusually large teeth, and typically has a personality that is both crude and bullying. They're bloodthirsty and are very easy to anger. They will jump into fights they have no stake in just to snap bones and draw blood.

Weresharks prefer life at sea or in port settlements commonly frequented by seagoing merchants and pirates. They can be found leading pirate gangs or loitering at seaside taverns accompanied by crowds of toadies. Since they get into fights so often, they try to stick close to the sea so they can escape into the water if they bite off more than they can chew. The other members of a wereshark's crew learn quickly that the boss is bound to skip out without much notice once a bigger fish comes along.