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Wereant Sentinel

This creature did not include a description.

Recall Knowledge - Beast (Arcana, Nature): DC 44
Recall Knowledge - Humanoid (Society): DC 44
Unspecific Lore: DC 42
Specific Lore: DC 39

Elite | Normal | Weak
Proficiency without Level

Wereant SentinelCreature 19

Legacy Content

Rare LE Medium Beast Human Humanoid Werecreature 
Source Pathfinder #174: Shadows of the Ancients pg. 50
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
Items major sturdy shield ( (Hardness 17, HP 136, BT 68)), +2 greater striking khopesh
AC 43 (45 with shield raised); Fort +35, Ref +29, Will +32
HP 400; Weaknesses silver 20
Gnawing Retort [reaction] Trigger A creature adjacent to the wereant critically misses the wereant with a melee Strike; Effect The wereant makes a mandibles Strike against the triggering creatureRetributive 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.
Speed 40 feet
Melee [one-action] mandibles +36 [+31/+26], Damage 3d10+20 slashing plus Knockdown and curse of the wereantMelee [one-action] khopesh +38 [+33/+28] (magical, trip), Damage 3d8+20 slashingChange 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.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, becomes one size larger, increases their reach by 5 feet, and increases the damage of their mandibles Strike by 2. When the moon sets or the sun rises, the wereant returns to humanoid form and is fatigued for 2d4 hours.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.