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Wereant SentinelCreature 19


RareLEMediumBeastHumanHumanoidWerecreature
Source Pathfinder #174: Shadows of the Ancients
Perception +32 (darkvision, scent (imprecise) 30 feet)
Languages Common, Insect Empathy, Telepathy 120 Feet
Skills Athletics +37, Intimidation +33, Society +27
Str +10, Dex +5, Con +5, Int +0, Wis +5, Cha +6

AC 43 45 with shield raised; Fort +35; Reflex +29; Will +32;
HP 400
Speed 40 feet
Weaknesses Silver 20

Mandibles One Action +36 (+31, +26) to hit 3d10+20 Slashing
Khopesh One Action +38 (+33, +28) to hit (magical, trip) 3d8+20 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.

Insect Empathy (divination, primal)

The wereant can communicate with insects.

Gnawing Retort

reaction As wereant disciple.

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.

Retributive Strike Reaction

Trigger An enemy damages the wereant sentinel's ally, and both are within 15 feet of the wereant sentinel


Effect The ally gains resistance 20 against the triggering damage. If the foe is within reach, the wereant sentinel makes a melee Strike against 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.

Hasty Reposition One Action

Frequency once per round


Effect The wereant sentinel Steps, moving up to 15 feet.

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

Sentinel's Focus One Action

The wereant sentinel plants its feet in defiance of those who would move it. It gains a +2 circumstance bonus to defenses against being Shoved or Tripped, and its melee Strikes deal an additional 2d8 mental damage. These effects end when it moves from its square using anything other than Hasty Reposition.

Knockdown One Action

Requirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.


Effect The monster knocks the target Prone.



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.