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Jaul MezminCreature 6


UniqueNEMediumBeastHumanHumanoidWerecreature
Source Pathfinder #163: Ruins of Gauntlight
Perception +14 (low-light vision, scent (imprecise) 30 feet)
Languages Common, Wolf Empathy
Skills Acrobatics +12, Athletics +15, Deception +12, Nature +14, Survival +14
Str +5, Dex +2, Con +0, Int -1, Wis +4, Cha +2

AC 24; Fort +12; Reflex +14; Will +16; +1 status vs. poison
HP 120
Speed 25 feet
Weaknesses Silver 7
Resistances Poison 3

Katar One Action +17 (+13, +9) to hit (agile, deadly d6, magical, monk) 2d4+7 Piercing
Claw One Action +16 (+12, +8) to hit (agile) 2d6+7 Slashing
Jaws One Action +16 (+11, +6) to hit 2d8+7 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Wolf Empathy (divination, primal)

Jaul can communicate with lupines.

+1 Status to All Saves vs. PoisonChange Shape One Action (concentrate, polymorph, primal, transmutation)

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 Werewolf (curse, necromancy, primal)

This curse affects only humanoids.

Saving Throw DC 23 fortitude


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

The creature is under the GM's control and goes on a rampage for half the night before falling unconscious at dawn.

Moon Frenzy (polymorph, primal, transmutation)

When a full moon appears in the night sky, Jaul must enter his hybrid form, can't Change Shape thereafter, becomes Large, increases his reach by 5 feet, and increases the damage of his jaws by 2.

When the moon sets or the sun rises, Jaul returns to humanoid form and is Fatigued for 2d4 hours.

Effect: Moon Frenzy

Wolf Coordination

Jaul's Strikes deal 1d6 extra damage to creatures within his wolf's reach.


Primal Prepared Spells (DC 24, +15 to hit)

Cantrips (3rd Level): Acid Splash, Detect Magic, Produce Flame, Tanglefoot
1st Level: Feather Fall, Grease, Heal, Magic Fang, Summon Animal
2nd Level: Water Breathing
3rd Level: Lightning Bolt, Wall of Thorns

Animal Order Spells (DC 24, +16 to hit)

1st Level: Heal Animal



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.