You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
This furred humanoid has protruding fangs and thin membranes of tissue connecting its arms to its sides.
Werebat (Human Form) CR 3
XP 800
Human natural werebat rogue 3
NE Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 23 (3d8+6)
Fort +3, Ref +5 (+1 vs. traps), Will +3
Defensive Abilities evasion, trap sense +1
Offense
Speed 30 ft.
Melee mwk short sword +6 (1d6+2/19–20)
Ranged mwk shortbow +5 (1d6/×3)
Special Attacks sneak attack +2d6
Statistics
Str 14, Dex 15, Con 15, Int 10, Wis 14, Cha 6
Base Atk +2; CMB +4; CMD 16
Feats Agile Maneuvers, Combat Reflexes, Weapon Focus (short sword)
Skills Acrobatics +8, Climb +8, 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
Ecology
Environment temperate forests or hills
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (leather armor, mwk shortbow with 20 arrows, mwk short sword, other treasure)
Werebat (Hybrid Form)
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
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.
Standing taller than a man, this humanoid figure wears filth-covered rags over its scaly form.
Werecrocodile (Human Form) CR 3
XP 800
Human natural werecrocodile fighter 3
NE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
Defense
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 27 (3d10+6)
Fort +7, Ref +2, Will +2 (+1 vs. fear)
Defensive Abilities bravery +1
Offense
Speed 30 ft.
Melee mwk battleaxe +7 (1d8+3/×3)
Statistics
Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 6
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Run
Skills Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +11
Languages Common
SQ armor training 1, change shape (human, hybrid, and crocodile; polymorph), lycanthropic empathy (crocodiles and dire crocodiles)
Ecology
Environment warm rivers or marshes
Organization solitary, pair, or colony (3–12)
Treasure NPC gear (mwk battleaxe, other treasure)
Werecrocodile (Hybrid Form)
NE Medium humanoid (human, shapechanger)
Init +5; Senses low-light vision, scent; Perception +4
Defense
AC 23, touch 11, flat-footed 16
(+1 Dex, +6 natural)
hp 30 (3d10+9)
Fort +8, Ref +2, Will +2; +1 vs. fear
Defensive Abilities bravery +1; DR 10/silver
Offense
Speed 30 ft., swim 20 ft.; sprint
Melee bite +7 (1d8+4 plus grab and curse of lycanthropy), tail slap +2 (1d12+2)
Special Attacks curse of lycanthropy, death roll (1d8+4 plus trip), grab
Statistics
Str 19, Dex 13, Con 16, Int 12, Wis 12, Cha 6
Base Atk +3; CMB +7 (+11 grapple); CMD 18
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Run
Skills Intimidate +4, Perception +4, Stealth +5, Survival +7, Swim +19
Languages Common
SQ armor training 1, change shape (human, hybrid, and crocodile; polymorph), hold breath, lycanthropic empathy (crocodiles and dire crocodiles), sprint
Special Abilities
Death Roll (Ex) When grappling a foe of its size or smaller, a werecrocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, the werecrocodile deals its bite damage, knocks the creature prone, and maintains the grapple.
Sprint (Ex) Once per minute, a werecrocodile can increase its land speed to 60 feet for 1 round.
Werecrocodiles merge the ruthless determination of a crocodile with the intelligence and adaptability of a humanoid. This fusion creates a maliciously cunning creature with no doubt of its own martial superiority.
This muscular creature has a human body, but the head of a ravenous shark, complete with jet-black eyes and razorlike teeth.
Wereshark (Human Form) CR 3
XP 800
Human natural wereshark fighter 3
CE Medium humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +2
Defense
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 33 (3d10+12)
Fort +5, Ref +2, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1
Offense
Speed 30 ft.
Melee mwk trident +9 (1d8+3)
Statistics
Str 17, Dex 12, Con 14, Int 8, Wis 15, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)
Languages Common
SQ armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks)
Ecology
Environment any oceans or coastlines
Organization solitary, pair, or shiver (3–6)
Treasure NPC gear (mwk trident, other treasure)
Wereshark (Hybrid Form)
CE Medium humanoid (human, shapechanger)
Init +1; Senses blindsense 30 ft., low-light vision, keen scent; Perception +2
Defense
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 36 (3d10+15)
Fort +6, Ref +2, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1; DR 10/silver
Offense
Speed 30 ft.
Melee mwk trident +9 (1d8+4), bite +2 (1d8+2 plus curse of lycanthropy)
Statistics
Str 19, Dex 12, Con 16, Int 8, Wis 15, Cha 8
Base Atk +3; CMB +7; CMD 18
Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon Focus (trident)
Languages Common
SQ armor training 1, change shape (human, hybrid, and shark; polymorph), lycanthropic empathy (sharks and dire sharks)
In either humanoid or hybrid form, a wereshark is generally burly, has a mouth full of unusually large teeth, and typically has a personality that is both crude and bullying. They're bloodthirsty and are very easy to anger. They will jump into fights they have no stake in just to snap bones and draw blood.
Weresharks prefer life at sea or in port settlements commonly frequented by seagoing merchants and pirates. They can be found leading pirate gangs or loitering at seaside taverns accompanied by crowds of toadies. Since they get into fights so often, they try to stick close to the sea so they can escape into the water if they bite off more than they can chew. The other members of a wereshark's crew learn quickly that the boss is bound to skip out without much notice once a bigger fish comes along.