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Wereant Sentinel

Creature 19 (rare) — beast, human, humanoid, werecreature

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDbeasthumanoidwerecreature

Source: strength-of-thousands-bestiary (Pre-Remaster)

Perception +32; darkvision, scent (imprecise) 30 feet
Languages common; insect empathy, telepathy 120 feet
Skills athletics +37, intimidation +33, society +27
Str
+10
Dex
+5
Con
+5
Int
+0
Wis
+5
Cha
+6
Items Khopesh, Sturdy Shield (Major)
AC 43 ((45 with shield raised)) Fort +35 Ref +29 Will +32
HP 400
Weaknesses silver 20
Speed 40 feet

Offense

Melee Khopesh (magical, trip) +38, Damage 3d8+20 slashing

Abilities

Insect Empathy (primal) — The wereant can communicate with insects.
Gnawing Retort — [reaction] As wereant disciple.
Hive Mind (primal) — Wereants operate with a shared hive intelligence. While within telepathic range of at least one other wereant, a wereant disciple gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one wereant is aware of a combatant, all members of the hive mind within telepathic range are aware of it.
Retributive Strike
Change Shape (concentrate, polymorph, primal) — The wereant changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true wereant's natural form is their hybrid shape. In humanoid shape, they use their original humanoid size, lose their jaws and claw Strikes, and gain a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their mandibles. In animal shape, they take the form of a Medium giant ant, gain a climb Speed of 20 feet, gain Grab on their mandibles Strike, and lose their 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 Wereant (curse, primal) — This curse affects only humanoids

Saving Throw DC 34 Fortitude.

On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wereant until dawn.

The creature is under the GM's control and goes on a rampage for half the night before falling Unconscious until dawn.
Hasty RepositionFrequency once per round

Effect The wereant sentinel Steps, moving up to 15 feet.
Moon Frenzy (polymorph, primal) — When a full moon appears in the night sky, the wereant must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of their mandibles Strike by 2.

When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
Sentinel's Focus — The wereant sentinel plants its feet in defiance of those who would move it. It gains a +2 circumstance bonus to defenses against being Shoved or Tripped, and its melee Strikes deal an additional 2d8 mental damage. These effects end when it moves from its square using anything other than Hasty Reposition.
Knockdown

WORKS WELL WITH

WeaverLANDA Weaver groups enemies where Retributive Strike can trigger and where Knockdown-prone targets cluster for follow-up.
SniperLANDA Sniper fires safely behind the Sentinel's Retributive Strike coverage and benefits from prone targets with reduced AC.
FlankerLANDA Flanker coordinates with Hive Mind to set up flanking positions and exploits Knockdown openings for high-value strikes.

PUNISHES

✖ isolated backline✖ forced movement✖ poor Fortitude
pairing without a second wereant loses Hive Mind bonuses
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #174: Shadows of the Ancients.

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