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Werebat

Creature 2 — beast, human, humanoid, werecreature

Pre-Remaster content. May include legacy alignment.

Werebats form organized colonies of opportunistic hunters. They aren't shy about transforming creatures to add to their colony, whom they initiate with elaborate social ceremonies and bloody hazing. The curse of the werebat gives them a strong urge to prey upon on weaker, lonely creatures. True werebats are often unusually tall and thin, with angular features. In combat, werebats favor their unarmed attacks because they can't fly while wielding weapons in their wings. Werecreatures are humanoid

Source: pathfinder-bestiary-3 (Pre-Remaster)

Perception +9
Skills acrobatics +8, athletics +6, deception +4, society +5, stealth +8
Str
+2
Dex
+4
Con
+3
Int
+1
Wis
+3
Cha
+0
AC 18 Fort +9 Ref +10 Will +7
HP 35
Weaknesses silver 5
Speed 25 feet

Offense

Melee Dagger +10, Damage 1d4+4 piercing
Ranged Dagger +10, Damage 1d4+4 piercing

Abilities

Bat Empathy (primal) — A werebat can communicate with bats.
Echolocation (Precise) 40 feet — A werebat can use their hearing as a precise sense at the listed range.
Wing Thrash
Change Shape (concentrate, polymorph, primal) — Human Melee fist +10 Damage 1d4+2 no fly Speed Giant Bat Speed 15 feet, fly 30 feet 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. Change Shape
Curse of the Werebat (curse, primal) — This curse affects only humanoids. Saving Throw DC 15 Fortitude On each full moon, the cursed creature must succeed at another Fortitude save or turn into a 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 Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.

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