Werecreature Source Howl of the Wild pg. 76 2.0You’re a werecreature, a humanoid doomed by an ancient primal curse to transform into an animal or an animalhumanoid hybrid under the light of the full moon. You might be a “true werecreature,” born to werecreature parents; you might have found yourself afflicted with the primal curse after surviving the bite of another werecreature; or you might have been transformed into a werecreature by powerful magic, perhaps even willingly. Although humanoids with the ability to transform into animals aren’t universally feared, they’re looked on with terror in many places because of a confusion with werecreatures or other threats. With the curse both spreading infectiously and robbing the afflicted control of their actions, those suspected of being werecreatures can rarely live in peace.
While many werecreatures have little control over their own transformations, formal training or an exceptionally strong will has enabled you to exert a degree of mastery over the beast that rages within you, allowing you not only to assume your bestial shape at will but also retain your own mind while doing so. In many cases, this results in being able to prevent spreading the curse as well. This mastery is more common in societies that embrace or accept werecreatures, such as Ulfen countries in northern Avistan and communities of beastkin, wherever they can be found.
Rare Archetype Dedication Source Howl of the Wild pg. 76 2.0Archetype WerecreatureRequirements You were born into a lineage of true werecreatures or were afflicted with the curse of the werecreature.
You're a werecreature, able to shift between your humanoid shape, an animal shape, and a monstrous hybrid of the two. You gain the beast and werecreature traits. Choose your werecreature type from the table below. Once chosen, this can't be changed. You gain the
Toughness feat but also a weakness to
silver equal to half your level. You gain the Change Shape action. On the night of the full moon, you automatically use Change Shape to assume your hybrid shape, and you can't voluntarily activate or dismiss Change Shape until sunrise.
Change Shape [one-action] (
concentrate,
polymorph,
primal)
Effect You transform into your hybrid or animal shape. Your equipment transforms with you and continues to provide bonuses, but your animal shape cannot use weapons, shields, or other held items and cannot use
manipulate actions. You gain a movement speed, unarmed attacks, and potentially other abilities based on your werecreature type. These unarmed attacks are in the
brawling group. You can Dismiss the effect to return to your humanoid shape, and you resume your humanoid shape automatically if you're reduced to 0 Hit Points.
Werecreature Types
Type | Speed | Attack | Damage | Traits | Special |
Werebat | 10 feet, fly 15 feet | Fangs | 1d8 piercing | — | When Flying due to the fly speed granted by this form, you must begin and end your movement on a solid surface or immediately fall. |
Werebear | 25 feet | Jaws Claw | 1d8 piercing 1d6 slashing | — Agile | — — |
Wereboar | 30 feet | Tusk | 1d8 slashing | Sweep | — |
Werecrocodile | 25 feet, swim 15 feet | Jaws | 1d8 piercing | Grapple | You can hold your breath for 2 hours in animal or hybrid shape. |
Weremoose | 25 feet | Antler | 1d8 piercing | Shove | — |
Wererat | 25 feet | Jaws Claw | 1d6 piercing 1d4 slashing | Finesse Agile, finesse | Your animal shape is Small in size. |
Wereshark | 15 feet, swim 25 feet | Jaws | 1d8 piercing | Grapple | Your hybrid shape gains the amphibious trait. In your animal shape, you lose your land Speed and your Swim speed increases to 35 feet, and you gain the aquatic trait. |
Weretiger | 25 feet | Jaws Claw | 1d8 piercing 1d6 slashing | — Agile | — — |
Werewolf | 30 feet | Jaws | 1d8 piercing | Trip | — |
Special If you're a
beastkin, you can use unarmed attacks from your hybrid shape while you're in your werecreature hybrid shape. These forms are otherwise separate.
Archetype Source Howl of the Wild pg. 76 2.0Archetype WerecreaturePrerequisites Werecreature Dedication
You're adept at using your animal shape's natural means of locomotion. While you're in animal shape, the Speeds granted by that shape increases by 10 feet.
Archetype Primal Source Howl of the Wild pg. 76 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; beastkin
You've regained beastkin protections after becoming a full werecreature. You no longer gain silver weakness from Werecreature Dedication.
Archetype Source Howl of the Wild pg. 76 2.0Archetype WerecreaturePrerequisites Werecreature Dedication
The eyes and noses of animals are naturally sharper than most humanoids. While in your hybrid or animal shape, you gain
low-light vision and
imprecise scent with a range of 30 feet.
Archetype Flourish Source Howl of the Wild pg. 76 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; weremoose
Requirements You’re in your moose or hybrid shape.
Stride twice. If you end your movement within your antlers' reach of an enemy, you can
Disarm,
Shove, or Strike with your antlers.
Bear Hug [two-actions] Feat 6
Archetype Source Howl of the Wild pg. 77 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; werebear
Requirements You’re in bear or hybrid shape, and your last action was a successful claw Strike.
You hug your opponent. You make another claw Strike against the same target. If this Strike hits, the target is
grabbed until the end of your next turn, unless you move or your target
Escapes.
Archetype Source Howl of the Wild pg. 77 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; werecrocodile
Requirements You are in your crocodile or hybrid shape and have a creature
grabbed.
You corkscrew your body, twisting your victim. You attempt a jaws Strike against the grabbed creature, with a +2 circumstance bonus if you're fighting in water. If the Strike hits, you knock the creature
prone; if it misses, they escape your grab.
Archetype Source Howl of the Wild pg. 77 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; werebat
When you take the
Seek action, you can use hearing as a
precise sense with a range of 40 feet until the start of your next turn. You can also use this sense while you
Search.
Archetype Emotion Fear Mental Visual Source Howl of the Wild pg. 77 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; weretiger
Requirements You’re in hybrid or tiger shape and your last action was a critically successful Strike with your unarmed attack.
You attack with a feline grace as captivatingly beautiful as it is deadly. All enemies within 30 feet of the creature you critically hit must attempt at a Will save against your class DC. Enemies that fail their saves become
frightened 1 and are
fascinated with you for 1 round. Your
hostile actions don't end this fascination, but those of your allies do. Regardless of the effects of the save, the creature is immune to Fearful Symmetry for 1 hour.
Archetype Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; wereshark
Your serrated teeth rip and tear at your prey. When you critically hit with your jaws Strike from Werecreature Dedication, your target takes 1d4
persistent bleed damage and you gain a +1 circumstance bonus to jaws Strikes against the target until the end of your turn. If you have
scent as a special sense, it's a
precise sense with double its normal range when locating creatures taking persistent bleed damage.
Archetype Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; werewolf
You have mastered techniques for hunting alongside your pack. Your Strikes deal an additional 1d4 precision damage to creatures within reach of at least two of your allies.
Archetype Curse Disease Primal Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; wererat
Your bites carry a cursed infection. When you hit and deal damage to a creature with a jaws Strike while in hybrid or rat shape, the creature is cursed until the start of your next turn. Whenever they regain Hit Points during that time, they must attempt a Fortitude save against your class DC or spell DC, whichever is higher.
Success The creature regains Hit Points normally.
Failure The creature regains half the normal Hit Points.
Critical Failure The creature regains no Hit Points.
Archetype Concentrate Emotion Mental Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; wereboar
Trigger An attack from a creature that isn’t adjacent to you damaged you.
Requirements You’re in boar or hybrid shape.
You embrace the pain of the triggering attack, allowing it to drive you into a violent rush. You Stride in a straight line toward the triggering creature.
Archetype Flourish Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature DedicationRequirements You are in animal or hybrid form and are flanked.
You become more dangerous when surrounded by enemies. You make
unarmed Strikes against two different creatures flanking you. The attacks take a –2 penalty if the unarmed weapon is not agile. Both attacks count toward your multiple attack penalty, but the penalty doesn't increase until after you've made both of them.
Archetype Healing Primal Source Howl of the Wild pg. 78 2.0Archetype WerecreatureFrequency once per hour
Prerequisites Werecreature Dedication; you were not afflicted with the curse of the werecreature
Requirements Your previous action was to Change Shape.
You can heal your wounds while reshaping your flesh. You regain 1d6 Hit Points for every 2 levels you have (minimum 1d6).
Archetype Visual Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; you were afflicted with the curse of the werecreature
Your flesh tears and warps as you transform. Attempt
Intimidation checks to
Demoralize each enemy within 30 feet. This Demoralize loses the
auditory trait and gains the
visual trait, and you don't take a penalty if a creature doesn't understand your language. Regardless of the results of your checks, each creature is temporarily immune to Terrifying Transformation for 1 minute.
Archetype Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature Dedication
You can sniff out fellow werecreatures and master impersonators alike. You gain
scent as an
imprecise sense with a range of 30 feet or extend the range of your scent by 30 feet. When a creature that's transformed into another form or is
Impersonating a specific creature passes within range of your scent ability, the GM rolls a secret Perception check for you to realize that the creature is transformed, even if you didn't spend an action to
Seek. When you actively Seek a creature within range of your scent, you gain a +2 circumstance bonus to your Perception check to determine if it's disguised.
Archetype Primal Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; your animal shape is not Small
You transform into a primal reflection of your animal shape. If you aren't already in your animal shape from Werecreature Dedication, you Change Shape into it. As long as you stay in animal shape, you have the effects of
enlarge.
Archetype Flourish Source Howl of the Wild pg. 78 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; your animal shape grants a fangs or jaws unarmed attack
Requirements You’re in hybrid or animal shape.
You spring on an unsuspecting opponent, tearing at them with your teeth. You Stride up to 10 feet and make a jaws Strike at the end of that movement. If you began this action
hidden, you remain hidden until after this Strike. If you have a fly or swim Speed, you can
Fly or
Swim up to 10 feet instead of Stride.
Archetype Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; your animal shape grants a claw unarmed attack
Requirements You’re in hybrid or animal shape.
Sinking your claws in, you propel yourself at shocking speed. You
Climb up to your land Speed and make a claw Strike at any point during that movement. After you finish the movement, attempt an
Athletics check against the surface's Climb DC.
Success You maintain your position.
Failure You slide down 60 feet or to the ground without taking falling damage.
Feral Toss [two-actions] Feat 10
Archetype Flourish Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; your animal shape grants an antler, horn, or tusk unarmed attack
Requirements You’re in hybrid or animal shape.
You hurl foes away with a shake of your head. You Strike with your antler, horn, or tusk. If you hit and damage a creature of your size or smaller,
push it 5 feet from you (10 feet on a critical hit). This is forced movement.
Archetype Curse Morph Primal Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication
In moments of viciousness, your curse can partially infect your prey. Whenever you critically succeed with an
unarmed attack from the werecreature archetype, the target must attempt a Fortitude save against the higher of your class DC or spell DC, or become
clumsy 2 until the beginning of your next turn as their bones elongate and form warps. On a critical failure, the target is also clumsy 1 for one minute as the transformation lingers.
Archetype Flourish Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; your animal shape has a land Speed only
By transforming as you move, you attack from odd angles. You Change Shape or Dismiss the change then Stride. Any creature adjacent to you at the end of your movement is
off-guard until the end of your turn and is then temporarily immune for 1 hour.
Archetype Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; your animal shape has a swim Speed
You Swim up to twice the normal distance. Any ally you pass within 30 feet of during that movement gains your swim Speed until the beginning of your next turn.
Archetype Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication
You can be injured by non-
silver sources but recover with staggering speed. When you are reduced to 0 Hit Points by non-silver damage and don't immediately die from a
death effect or a high
dying value, you stabilize immediately afterward. You gain the
wounded condition as normal.
Archetype Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication; your animal shape has a fly Speed
You can stay aloft with
Fly normally when using the fly Speed from your animal shape, letting you fly long distances without breaks.
Archetype Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature DedicationTrigger You roll initiative.
When danger threatens, your instincts kick in, and you can assume a different shape at a moment's notice. You use Change Shape to enter your hybrid shape.
Archetype Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication
Your hide is an impenetrable mass of scars, accrued over countless bloody conflicts. When in your hybrid or animal shape, you gain resistance to non-
silver slashing damage equal to half your level.
Archetype Healing Primal Source Howl of the Wild pg. 79 2.0Archetype WerecreaturePrerequisites Werecreature Dedication
You're a nigh-unstoppable killing machine, with only
silver able to quell your rampage. When in hybrid or animal shape, you gain
fast healing 5. If you take damage from a silver weapon, your fast healing deactivates until the end of your next turn.