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Lycanthrope, Werebat (Hybrid Form)

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

Werebat (Hybrid Form) CR 3

Source Bestiary 4 pg. 188, Pathfinder #45: Broken Moon pg. 88
XP 800
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

Description

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.

Creatures in "Lycanthrope" Category

NameCR
Silverblood Lycanthrope (Human Form)5
Silverblood Werewolf (Hybrid Form)5
Werebat (Human Form)3
Werebat (Hybrid Form)3
Werebear (Human Form)4
Werebear (Hybrid Form)4
Wereboar (Human Form)2
Wereboar (Hybrid Form)2
Werecrocodile (Human Form)3
Werecrocodile (Hybrid Form)3
Wereraptor (Human Form)3
Wereraptor (Hybrid Form)3
Wererat (Human Form)2
Wererat (Hybrid Form)2
Wereshark (Human Form)3
Wereshark (Hybrid Form)3
Weretiger (Human Form)4
Weretiger (Hybrid Form)4
Werewolf (Human Form)2
Werewolf (Hybrid Form)2

Lycanthrope

Source Pathfinder RPG Bestiary pg. 197
Lycanthropes are humanoids with the ability to turn into animals and animal-humanoid hybrid shapes. Natural lycanthropes are born with this ability and have perfect control over their shapechanging. Afflicted lycanthropes contract this ability like a curse or disease from another lycanthrope; they sometimes change form involuntarily.

Creating a Lycanthrope

“Lycanthrope” is an inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes) template that can be added to any humanoid.

Challenge Rating: Same as base creature or base animal (whichever is higher) + 1.

Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature's size. A lycanthrope's hybrid form is the same size as the base animal or the base creature, whichever is larger.

AC: In hybrid or animal form the lycanthrope has the natural armor bonus of the base animal increased by +2.

Defensive Abilities: A natural lycanthrope gains DR 10/silver in animal or hybrid form. An afflicted lycanthrope gains DR 5/silver in animal or hybrid form.

Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature's speed.

Melee: A lycanthrope gains natural attacks in animal and hybrid forms according to the base animal.

Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In hybrid or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains low-light vision, scent, and the following:

Change Shape (Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Curse of Lycanthropy (Su) A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.

Lycanthropy

A creature that catches lycanthropy becomes an afflicted lycanthrope, but shows no symptoms (and does not gain any of the template's adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes animal form and forgets his or her own identity. The character remains in animal form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition.

A remove disease or heal spell cast by a cleric of 12th level or higher cures the affliction, provided the character receives the spell within 3 days of the infecting lycanthrope's attack. Alternatively, consuming a dose of wolfsbane (Pathfinder RPG Core Rulebook 560) gives an afflicted lycanthrope a new Fortitude save to recover from lycanthropy.