Werecreature
You'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.
| Roleplaying a Werecreature |
|---|
As a werecreature, your personality is likely to be heavily influenced by your relationship with the curse that made you what you are. If you were afflicted against your will, you might find yourself locked in an interminable struggle against your condition, even as you're continually tempted by the power it offers; or you might revel in the transformation, embracing your newly empowered bestial side as the purest reflection of your true self. If you were born a true werecreature, perhaps you don't see your condition as a curse at all, but a noble calling; alternately, maybe your upbringing in a community of evil-minded werecreatures has led you to despise your own kin and, by extension, yourself. Consider also how your nature as a werecreature affects your relationships with fellow humanoids: do you see it as your charge to protect them, even as you suspect they might hate and fear you if they knew your true nature, or do you consider yourself a proverbial wolf among sheep? As your character advances and gains more werecreature feats, you can also explore how the lines between your humanoid side and your bestial side might begin to blur, or choose the alternate route and emphasize the divergence between your dual natures. There is great roleplaying potential in a character whose humanoid and bestial sides contrast so dramatically that they might as well be different characters altogether! |
| 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 | — |
Werecreature Dedication Feat 2
Prerequisites
Requirements 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.
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.
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.
Source: Pathfinder Howl of the Wild
Animal Fleetness Feat 4
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.
Source: Pathfinder Howl of the Wild
Beastkin Resilience Feat 4
You've regained beastkin protections after becoming a full werecreature. You no longer gain silver weakness from Werecreature Dedication.
Source: Pathfinder Howl of the Wild
Feral Senses Feat 4
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.
Source: Pathfinder Howl of the Wild
Antler Rush Feat 6
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.
Source: Pathfinder Howl of the Wild
Bear Hug (Werecreature) Feat 6
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.
Source: Pathfinder Howl of the Wild
Death Roll Feat 6
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.
Source: Pathfinder Howl of the Wild
Echolocation Feat 6
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.
Source: Pathfinder Howl of the Wild
Fearful Symmetry Feat 6
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.
Source: Pathfinder Howl of the Wild
Feeding Frenzy Feat 6
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.
Source: Pathfinder Howl of the Wild
Pack Attack Feat 6
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.
Source: Pathfinder Howl of the Wild
Plague Rat Feat 6
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.
Source: Pathfinder Howl of the Wild
Rushing Boar Feat 6
Requirements You're in boar or hybrid shape.
Trigger An attack from a creature that isn't adjacent to you damaged you.
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.
Source: Pathfinder Howl of the Wild
Cornered Animal Feat 8
Requirements 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.
Source: Pathfinder Howl of the Wild
Feral Mending Feat 8
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).
Source: Pathfinder Howl of the Wild
Terrifying Transformation Feat 8
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.
Source: Pathfinder Howl of the Wild
You Don't Smell Right Feat 8
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.
Source: Pathfinder Howl of the Wild
Dire Growth Feat 10
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.
Source: Pathfinder Howl of the Wild
Feral Lunge Feat 10
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
Source: Pathfinder Howl of the Wild
Feral Scramble Feat 10
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.
Source: Pathfinder Howl of the Wild
Feral Toss Feat 10
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.
Source: Pathfinder Howl of the Wild
Touch Of Lunacy Feat 10
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.
Source: Pathfinder Howl of the Wild
Pouncing Transformation Feat 12
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.
Source: Pathfinder Howl of the Wild
Shared Tide Feat 12
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.
Source: Pathfinder Howl of the Wild
Undying Beast Feat 12
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.
Source: Pathfinder Howl of the Wild
Wings Of The Moon Feat 12
You can stay aloft with Fly normally when using the fly Speed from your animal shape, letting you fly long distances without breaks.
Source: Pathfinder Howl of the Wild
Rapid Hybridization Feat 14
Trigger 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.
Source: Pathfinder Howl of the Wild
Scarred Hide Feat 14
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.
Source: Pathfinder Howl of the Wild
Force Of Nature Feat 16
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.
Source: Pathfinder Howl of the Wild
Werecreature Feats
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Werecreature Dedication | 2 | Rare | |
| Animal Fleetness | 4 | Common | |
| Beastkin Resilience | 4 | Common | |
| Feral Senses | 4 | Common | |
| Antler Rush | 6 | Common | |
| Bear Hug (Werecreature) | 6 | Common | |
| Death Roll | 6 | Common | |
| Echolocation | 6 | Common | |
| Fearful Symmetry | 6 | Common | |
| Feeding Frenzy | 6 | Common | |
| Pack Attack | 6 | Common | |
| Plague Rat | 6 | Common | |
| Rushing Boar | 6 | Common | |
| Cornered Animal | 8 | Common | |
| Feral Mending | 8 | Common | |
| Terrifying Transformation | 8 | Common | |
| You Don't Smell Right | 8 | Common | |
| Dire Growth | 10 | Common | |
| Feral Lunge | 10 | Common | |
| Feral Scramble | 10 | Common | |
| Feral Toss | 10 | Common | |
| Touch of Lunacy | 10 | Common | |
| Pouncing Transformation | 12 | Common | |
| Shared Tide | 12 | Common | |
| Undying Beast | 12 | Common | |
| Wings of the Moon | 12 | Common | |
| Rapid Hybridization | 14 | Common | |
| Scarred Hide | 14 | Common | |
| Force of Nature | 16 | Common |