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Werebat (PFS 3-13)Creature 2

Source Pathfinder Society Scenario #3-13: Guardian's Covenant
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 15 feet (fly 30 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

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)

Human with Fist attack for 1d4+2 bludgeoning damage and no fly Speed. In hybrid form, their Speed changes to 25 feet and fly 25 feet.

Curse of the Werebat (curse, necromancy, primal)

This curse affects only humanoids

Saving Throw DC 15 fortitude DC.

On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werebat 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 werebat must enter hybrid form and can't Change Shape thereafter. When the moon sets or the sun rises, the werebat returns to human form and is Fatigued for 2d4 hours.

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.

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.



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.