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Weremoose

A weremoose's tendencies toward stubbornness and a grumpy attitude make it difficult for them to get along with others. Most often, they live as hunters or hermits, taking in the peace of their natural surroundings. If their territory is invaded, they don't hide or retreat but are unlikely to attack. If someone else starts the fight, though, a weremoose retaliates without mercy.

Recall Knowledge - Beast (Arcana, Nature): DC 18
Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite WeremooseCreature 4

Large Beast Human Humanoid Werecreature 
Source Howl of the Wild pg. 196 2.0
Perception +8; low-light vision, scent (imprecise) 60 feet
Languages Common; deer empathy
Skills Athletics +11 ((+13 to Swim)), Intimidation +10
Str +4, Dex +1, Con +4, Int -1, Wis +1, Cha +1
Deer Empathy (primal) A weremoose can communicate with deer, including moose.
Items greataxe, hatchet (2), scale mail
AC 21; Fort +13, Ref +10, Will +8
HP 75; Weaknesses silver 5
Cold Adaptation The weremoose treats environmental cold effects as if they were one step less extreme.
Speed 30 feet
Melee [one-action] greataxe +13 [+8/+3] (sweep), Damage 1d12+2+6 slashingMelee [one-action] antler +13 [+8/+3], Damage 1d8+2+6 piercing plus curse of the weremooseMelee [one-action] hatchet +13 [+9/+5] (agile, sweep), Damage 1d6+2+6 slashingRanged [one-action] hatchet +10 [+6/+2] (agile, thrown 10 feet), Damage 1d6+2+6 slashingChange Shape [one-action] (concentrate, polymorph, primal) Medium human with fist +11 for 1d4+6 bludgeoning, or Large moose with antler and hoof +11 for 1d8+6 bludgeoning.Curse of the Weremoose (curse, primal) Saving Throw DC 19 FortitudeMoon Frenzy (polymorph, primal) Increases antler damage instead of jaws.Thundering Charge [two-actions] The weremoose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 19 Fortitude save or be stunned 1.

All Monsters in "Werecreature"

NameLevel
Werebat2
Werebear4
Wereboar2
Werecrocodile2
Weremoose3
Wererat2
Wereshark4
Weretiger4
Werewolf3

Werecreature

Source Monster Core pg. 344
Werecreatures are humanoids doomed to transform into animals and animal- humanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.

Creating Werecreatures

You can either create a werecreature using the creature-building rules from GM Core (similar to the creatures in this section), or you can turn an existing, living humanoid into a werecreature by completing the following steps. The latter is an excellent choice for a recurring NPC who becomes a werecreature during a campaign. These changes reflect a werecreature in its hybrid form.

Increase the creature's level by 1 and change its statistics as follows.
  • It gains the beast and werecreature traits.
  • Increase its size by one category if the animal is a larger size than the base humanoid.
  • Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
  • Increase its damage with Strikes and other offensive abilities by 1. If the werecreature is limited in how often it can use an ability (such as magical breath), increase the damage by 2 instead.
  • Increase its HP by the amount shown on the table. This HP increase is more than typical in order to compensate for the creature's weakness to silver.
  • The creature gains weakness to silver as shown on the table.
Starting Level HP Increase Weakness to Silver
4 or lower +25 5
5–7 +35 7
8–14 +50 10
15+ +75 15

Werecreature Abilities

All werecreatures gain the following abilities, some of which match an ability of the animal the werecreature transforms into. You might also need to adjust some abilities that conflict with the theme of the werecreature.

Senses The werecreature gains all the senses of the animal.
Animal Empathy The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
Claws The werecreature gains a claw Strike (an agile unarmed attack that deals slashing damage). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.
Jaws The creature gains a jaws Strike (an unarmed attack that deals piercing damage) that inflicts its curse of the werecreature. If it had any non-agile attacks, the damage dealt by its jaws should be roughly the same as the damage dealt by those attacks. If it had only agile attacks, its jaws should deal one-third more damage.
Change Shape [one-action] (concentrate, polymorph, primal) 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.
Curse of the Werecreature (curse, primal) This curse affects only humanoids; Saving Throw Fortitude DC is the moderate spell DC for the werecreature's new level. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of 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) 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 by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.