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WerebatCreature 2

Source Pathfinder Bestiary 3
Perception +9 (echolocation (precise) 40 feet, low-light vision)
Languages Common, Bat Empathy
Skills Acrobatics +8, Athletics +6, Deception +4, Society +5, Stealth +8
Str +2, Dex +4, Con +3, Int +1, Wis +3, Cha +0

AC 18; Fort +9; Reflex +10; Will +7;
HP 35
Speed 25 feet (fly 25 feet)
Weaknesses Silver 5

Fangs One Action +10 (+5, +0) to hit (finesse) 1d8+4 Slashing
Wing One Action +10 (+6, +2) to hit (agile, finesse) 1d6+4 Bludgeoning
Dagger One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+4 Piercing
Dagger One Action +10 (+6, +2) to hit (agile, thrown 10, versatile s) 1d4+4 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.

Bat Empathy (divination, primal)

A werebat can communicate with bats.

Echolocation (Precise) 40 feet

A werebat can use their hearing as a precise sense at the listed range.

Wing Thrash Reaction

Trigger An adjacent enemy damages the werebat

Effect The werebat makes one or two wing Strikes, each against a different adjacent creature.

Change 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 Werebat (curse, necromancy, primal)

This curse affects only humanoids.

Saving Throw DC 15 fortitude

On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.

Moon Frenzy (polymorph, primal, transmutation)

When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar 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

Werebats form organized colonies of opportunistic hunters. They aren't shy about transforming creatures to add to their colony, whom they initiate with elaborate social ceremonies and bloody hazing. The curse of the werebat gives them a strong urge to prey upon on weaker, lonely creatures. True werebats are often unusually tall and thin, with angular features. In combat, werebats favor their unarmed attacks because they can't fly while wielding weapons in their wings.

Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


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