Pathfinder Reference Document
Pathfinder Reference Document

Lycanthrope, Werebear

This humanoid is covered in shaggy fur and carries a heavy axe in one of his clawed hands.

Werebear (Human Form) CR 4

XP 1,200

Human natural werebear ranger 4

LG Medium humanoid (human, shapechanger)

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

Defense

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)

hp 34 (4d10+8)

Fort +5, Ref +6, Will +2

Offense

Speed 30 ft.

Melee mwk battleaxe +9 (1d8+4/×3)

Ranged mwk throwing axe +7 (1d6+3)

Special Attacks favored enemy (orcs +2)

Ranger Spells Prepared (CL 1st; concentration +2)

1st—detect poison

Statistics

Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 8

Base Atk +4; CMB +7; CMD 19

Feats Endurance, Point-Blank Shot, Power Attack, Run, Weapon Focus (battleaxe)

Skills Climb +8, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +7, Survival +8, Swim +8

Languages Common, Sylvan

SQ change shape (human, hybrid, and grizzly bear; polymorph), favored terrain (forest +2), hunter's bond (companions), lycanthropic empathy (bears and dire bears), track +2

Ecology

Environment any forests

Organization solitary, pair, family (3-6), or troupe (3-6 plus 1-4 black or grizzly bears)

Treasure NPC gear (chain shirt, masterwork battleaxe, 2 masterwork throwing axes, other treasure)

Werebear (Hybrid Form)

XP 1,200

Human natural werebear ranger 4

LG Large humanoid (human, shapechanger)

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

Defense

AC 23, touch 11, flat-footed 21 (+4 armor, +2 Dex, +8 natural, -1 size)

hp 46 (4d10+20)

Fort +6, Ref +6, Will +2

DR 10/silver

Offense

Speed 30 ft.

Melee mwk battleaxe +10 (2d6+5/x3), bite +3 (1d8+2 plus curse of lycanthropy), claw +3 (1d6+2 plus grab)

Ranged mwk throwing axe +7 (1d6+5)

Space 10 ft.; Reach 10 ft.

Special Attacks favored enemy (orcs +2)

Ranger Spells Prepared (CL 1st; concentration +2)

1st—detect poison

Statistics

Str 21, Dex 14, Con 19, Int 12, Wis 12, Cha 8

Base Atk +4; CMB +10 (+14 grapple); CMD 22

Feats Endurance, Point-Blank Shot, Power Attack, Run, Weapon Focus (battleaxe)

Skills Climb +10, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +3, Survival +8, Swim +10

Languages Common

SQ change shape (human, hybrid, and bear; polymorph), favored terrain (forest +2), hunter's bond (companions), lycanthropic empathy (bears and dire bears), track +2

In their humanoid forms, werebears tend to be muscular and broad-shouldered, with stark facial features and dark eyes. Their hair is usually red, brown, or black, and they look like they are used to a lifetime of hard work. Though by far the most benign of common lycanthropes, werebears are shunned by most normal folk, who fear and mistrust their animal transformations. Most live as recluses in forested areas or in small family units among their own kind. They avoid confrontations with strangers but do not hesitate to drive evil humanoids out of their territory.

Some werebears are angry and violent, because of either temperament or a lifetime of harassment from others, and these mean ones aren't afraid to put an axe in a trespasser's face or eat someone who pushes them too far. Cool-headed werebears don't like to speak of these individuals with strangers.

Lycanthrope, Wereboar

This potbellied creature has the body of a man and the head of a crazed boar. Large tusks jut from his upper jaw.

Wereboar (Human Form) CR 2

XP 600

Human natural wereboar barbarian 2

CN Medium humanoid (human, shapechanger)

Init +1; Senses low-light vision, scent; Perception +7

Defense

AC 12, touch 9, flat-footed 11 (+3 armor, +1 Dex, –2 rage)

hp 31 (2d12+13)

Fort +7, Ref +1, Will +4

Defensive Abilities uncanny dodge

Offense

Speed 40 ft.

Melee dagger +6 (1d4+4/19–20), bite +1 (1d4+4)

Ranged dagger +4 (1d4+4/19–20)

Special Attacks rage (8 rounds/day), rage powers (animal fury)

Statistics

Str 19, Dex 13, Con 18, Int 10, Wis 14, Cha 8

Base Atk +2; CMB +6; CMD 17

Feats Power Attack, Toughness

Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4

Languages Common

SQ change shape (human, hybrid, and boar; polymorph), fast movement, lycanthropic empathy (boars and dire boars)

Ecology

Environment any forests or plains

Organization solitary, pair, brood (3–8), or troupe (3–8 plus 1–4 boars)

Treasure NPC gear (studded leather armor, 2 daggers, other treasure)

Wereboar (Hybrid Form)

XP 600

Human natural wereboar barbarian 2

CN Medium humanoid (human, shapechanger)

Init +1; Senses low-light vision, scent; Perception +7

Defense

AC 14, touch 9, flat-footed 13 (+3 armor, +1 Dex, +2 natural, –2 rage)

hp 30 (2d12+17)

Fort +8, Ref +1, Will +4

Defensive Abilities ferocity; uncanny dodge, DR 10/silver

Offense

Speed 40 ft.

Melee dagger +8 (1d4+6/19–20), bite +3 (1d4+3/curse of lycanthropy), gore +3 (1d8+3)

Ranged dagger +3 (1d4+3/19–20)

Special Attacks rage (8 rounds/day), rage powers (animal fury)

Statistics

Str 23, Dex 13, Con 23, Int 10, Wis 14, Cha 8

Base Atk +2; CMB +8; CMD 19

Feats Power Attack, Toughness

Skills Handle Animal +4, Intimidate +4, Knowledge (nature) +5, Perception +7, Profession (farmer) +4

Languages Common

SQ lycanthropic empathy (boars and dire boars), fast movement, change shape (human, hybrid, and boar; polymorph)

In their humanoid forms, wereboars tend to be stout with upturned noses, bristly hair, and a noticeable overbite. They usually have red, brown, or black hair, though a few are golden blond, pale blond, or even bald. Chin whiskers are common, but males often can't grow full beards. Because they can be stubborn and aggressive when riled up, wereboars usually live in their own communities rather than mixing with non-lycanthropes; a wereboar's farm or ranch doesn't look out of the ordinary. Wereboars tend to have large families with many children.

Many wereboars are known to have especially bad tempers, rivaling those of murderous werewolves, and even other lycanthropes tend to avoid them. This suits the wereboars fine, especially as some weretigers and werewolves have been known hunt young wereboars.

Note that the statistics presented here for wereboars assume that the creatures are in their barbarian rage—if the creatures are encountered at another time, simply adjust their statistics accordingly.

Lycanthrope, Weretiger

This humanoid tiger has striped fur and a muscular, lanky frame. Its feline face has sharp fangs and slitted eyes.

Weretiger (Human Form) CR 4

XP 1,200

Human natural weretiger rogue 4

NE Medium humanoid (human, shapechanger)

Init +7; Senses low-light vision, scent; Perception +10

Defense

AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)

hp 29 (4d8+8)

Fort +2, Ref +7, Will +4

Defensive Abilities evasion, trap sense +1, uncanny dodge

Offense

Speed 30 ft.

Melee mwk short sword +5 (1d6+1/19–20)

Ranged mwk dagger +6 (1d4+1/19–20)

Special Attacks sneak attack +2d6

Statistics

Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 8

Base Atk +3; CMB +4; CMD 17

Feats Improved Initiative, Power Attack, Skill Focus (Stealth)

Skills Acrobatics +9, Climb +7, Handle Animal +3, Intimidate +6, Perception +10, Sense Motive +10, Stealth +12, Survival +7, Swim +7

Languages Common

SQ change shape (human, hybrid, and tiger; polymorph), lycanthropic empathy (tigers and dire tigers), rogue talents (bleeding attack +2, fast stealth), trapfinding +2

Ecology

Environment any plains or swamps

Organization solitary or pair

Treasure NPC gear (studded leather, masterwork short sword, 2 masterwork daggers, other treasure)

Weretiger (Hybrid Form)

XP 1,200

Human natural weretiger rogue 4

NE Large humanoid (human, shapechanger)

Init +7; Senses low-light vision, scent; Perception +10

Defense

AC 20, touch 12, flat-footed 17 (+3 armor, +3 Dex, +5 natural, -1 size)

hp 37 (4d8+16)

Fort +4, Ref +7, Will +4

Defensive Abilities evasion, trap sense +1, uncanny dodge

DR 10/silver

Offense

Speed 30 ft.

Melee bite +8 (2d6+6 plus grab and curse of lycanthropy), 2 claws +8 (1d8+6 plus grab)

Ranged mwk dagger +6 (1d6+6/19–20)

Special Attacks sneak attack +2d6, pounce, rake (2 claws +8, 1d8+6)

Statistics

Str 23, Dex 16, Con 17, Int 10, Wis 16, Cha 8

Base Atk +3; CMB +10 (+14 grapple); CMD 23

Feats Improved Initiative, Power Attack, Skill Focus (Stealth)

Skills Acrobatics +9, Climb +12, Handle Animal +3, Intimidate +6, Perception +10, Sense Motive +10, Stealth +8, Survival +7, Swim +2

Languages Common

SQ change shape (human, hybrid, and tiger; polymorph), lycanthropic empathy (tigers and dire tigers), rogue talents (bleeding attack +2, fast stealth), trapfinding +2

Weretigers in humanoid form have large eyes, long noses, and sharp cheekbones. Most have brown or red hair, though a few have white, black, or even blue-gray. Their movements appear careful yet casual, and a person observing one could easily assume he's watching a skilled pickpocket, graceful dancer, or sultry courtesan.

Weretigers tend to be solitary creatures, only spending time with others of their kind when they feel the urge to breed. Evil weretigers enjoy the thrill of hunting intelligent prey.