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Batkin Guard

Unlike true werecreatures, beastkin aren't affected by silver or the full moon, though they can still adopt a hybrid form.

Recall Knowledge - Beast (Arcana, Nature): DC 17
Recall Knowledge - Humanoid (Society): DC 17
Unspecific Lore: DC 15
Specific Lore: DC 12

Elite | Normal | Weak
Proficiency without Level

Batkin GuardCreature 1

Uncommon Medium Beast Beastkin Human Humanoid 
Source Pathfinder #213: Thirst for Blood pg. 88
Perception +5
Languages Common
Skills Acrobatics +6, Athletics +4, Deception +3, Stealth +4
Str +4, Dex +2, Con +2, Int +0, Wis +0, Cha +1
Quick Change [free-action] Trigger The batkin rolls initiative; Effect The batkin's instincts kick in, and they take on an aggressive stance. The batkin uses Change Shape to enter their hybrid form.
Items minor elixir of life, morningstar, scale mail, shortbow (20 arrows)
AC 14; Fort +6, Ref +6, Will +2
HP 20
Speed 25 feet
Melee [one-action] morningstar +6 [+1/-4] (versatile P), Damage 1d6+4 bludgeoningMelee [one-action] jaws +6 [+2/-2] (agile, finesse, unarmed), Damage 1d4+4 piercingRanged [one-action] shortbow +4 [-1/-6] (deadly d10, range increment 60 feet), Damage 1d6 piercingChange Shape [one-action] (concentrate, polymorph, primal) The batkin changes into their humanoid or hybrid shape. Each shape has a specific, persistent appearance. In hybrid shape, the batkin appears as a mix between human and a bat. While in hybrid shape, they gain a jaws unarmed Strike resembling a bat's fangs. In their humanoid shape, they retain the appearance of their original ancestry.Snagging Strike [one-action] Requirements The batkin has one hand free, and their target is within reach of that hand; Effect The batkin makes a Strike while keeping one hand free. If this Strike hits, the target is off-guard until the start of the batkin's next turn or until the target is no longer within the reach of the batkin's hand, whichever comes first.

Sidebar - Additional Lore Camazotz's Gifts

Camazotz generally pays no mind to his mortal worshippers. However, when a follower does win Camazotz's favor, the bat god might grant that follower a gift. The most common of these boons is a bat familiar or animal companion, but in some cases Camazotz transforms the faithful servant into a batkin. Only the most exceptional of Camazotz's followers are transformed into werebats.

All Monsters in "Werecreature"

NameLevel
Batkin Guard1
Romi Bracken4
Werebat2
Werebat Warrior3
Werebear4
Wereboar2
Werecrocodile2
Weremoose3
Wererat2
Wereshark4
Weretiger4
Werewolf3

Werecreature

Source Monster Core pg. 344 1.1
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.