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Wereant PoisonerCreature 17


RareLEMediumBeastHumanHumanoidWerecreature
Source Pathfinder #174: Shadows of the Ancients
Perception +29 (darkvision, scent (imprecise) 30 feet)
Languages Common, Inset Empathy; Telepathy 120 Feet
Skills Acrobatics +33, Athletics +30, Intimidation +30, Society +25, Stealth +32, Survival +30, Thievery +30
Str +6, Dex +9, Con +3, Int +0, Wis +6, Cha +5

AC 40; Fort +27; Reflex +32; Will +29;
HP 350
Speed 40 feet
Weaknesses Silver 15

Mandibles One Action +31 (+26, +21) to hit 3d10+12 Slashing
Kukri One Action +33 (+29, +25) to hit (agile, finesse, magical, trip) 3d6+12 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.

Telepathy 120 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Insect Empathy (divination, primal)

The wereant can communicate with insects.

Gnawing Retort Reaction

Trigger A creature adjacent to the wereant critically misses the wereant with a melee Strike


Effect The wereant makes a mandibles Strike against the triggering creature.

Hive Mind (divination, primal)

Wereants operate with a shared hive intelligence. While within telepathic range of at least one other wereant, a wereant disciple gains a +2 circumstance bonus to initiative checks, Perception checks, and saving throws against mental effects. If one wereant is aware of a combatant, all members of the hive mind within telepathic range are aware of it.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

The wereant changes into their humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true wereant's natural form is their hybrid shape. In humanoid shape, they use their original humanoid size, lose their jaws and claw Strikes, and gain a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by their mandibles. In animal shape, they take the form of a Medium giant ant, gain a climb Speed of 20 feet, gain Grab on their mandibles Strike, and lose their 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 Wereant (curse, necromancy, primal)

This curse affects only humanoids

Saving Throw DC 34 fortitude.

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

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

Envenomed Weapons

Weapons the wereant poisoner holds deal an additional 2d6 Persistent Poison Damage as poison seeps from the wereant's hands onto the weapon. Weapons cease to deal this persistent poison damage once the wereant lets them go. The kukri Strikes above include this persistent poison damage.

Moon Frenzy (polymorph, primal, transmutation)

When a full moon appears in the night sky, the wereant must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of their mandibles Strike by 2.

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

Effect: Moon Frenzy

Poisonous Flurry Two Actions

The wereant poisoner makes two kukri Strikes and a mandibles Strike in any order.

Vitriolic Strikes

If the wereant critically hits a creature with a melee Strike, that creature can't recover from persistent poison damage for 1 round.


Insectile werecreatures, such as wereants, only come about in unusual circumstances, such as powerful curses from inhuman gods or transformative magic run amok. Wereants work together with a natural cohesion that's rare in other types of werecreatures. The wereants presented here are more powerful than most wereants, as they've been warped by the forces contained within the Vesicant Egg.

When overwhelming force is inadvisable, a wereant hive sends a poison-dripping assassin for murderous work. These poisoners love to terrify those dying in agony from their toxins.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.