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Werebat

Creature 2 — beast, human, humanoid, werecreature

Pre-Remaster content. May include legacy alignment.

FlankerShadeLANDwerecreaturebeastcurse

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; echolocation 40 feet, low-light-vision
Languages common; bat empathy
Skills acrobatics +8, athletics +6, deception +4, society +5, stealth +8
Str
+2
Dex
+4
Con
+3
Int
+1
Wis
+3
Cha
+0
Items Dagger (3), Studded Leather Armor
AC 18 Fort +9 Ref +10 Will +7
HP 35
Weaknesses silver 5
Speed 25 feet

Offense

Melee Dagger (agile, finesse, versatile-s) +10, Damage 1d4+4 piercing
Ranged Dagger (agile, thrown-10, versatile-s) +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.
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 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.

WORKS WELL WITH

AnvilLANDA durable frontline holds priority attention so this agile skirmisher can slip to an exposed flank.
SnareLANDA controller that pins a target turns each finesse strike into a near-guaranteed hit on a fixed position.
SniperLANDRanged pressure forces a choice between threats, opening the tempo window this skirmisher needs to close in.

PUNISHES

✖ isolated backliners✖ low Perception✖ predictable positioning
Avoid stacking with another Flanker; without a stable front line nobody holds position long enough for either to capitalize.
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 Bestiary 3.

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