Home >Creatures >

Werecreature, Werebat

Werebat Creature2

NE Medium Beast Human Humanoid Werecreature

Senses Perception +9; echolocation (precise) 40 feet, low-light vision

Languages Common; bat empathy

Skills Acrobatics +8, Athletics +6, Deception +4, Society +5, Stealth +8

Str +2, Dex +4, Con +3, Int +1, Wis +3, Cha +0

Items dagger (3), studded leather

Bat Empathy (divination, primal) A werebat can communicate with bats.

Echolocation A werebat can use their hearing as a precise sense at the listed range.

AC 18; Fort +9, Ref +10, Will +7

HP 35; Weaknesses silver 5

Wing Thrash [reaction] Trigger An adjacent enemy damages the werebat; Effect The werebat makes one or two wing Strikes, each against a different adjacent creature.

Speed 25 feet, fly 25 feet

Melee [one-action] fangs +10 (finesse), Damage 1d8+4 slashing plus curse of the werebat

Melee [one-action] wing +10 (agile, finesse), Damage 1d6+4 bludgeoning

Melee [one-action] dagger +10 (agile, finesse, versatile S), Damage 1d4+4 piercing

Ranged [one-action] dagger +10 (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercing

Change Shape [one-action] (concentrate, polymorph, primal, transmutation) Human with fist for 1d4+2 bludgeoning and no fly Speed, or Medium giant bat with Speed 15 feet and fly 30 feet.

Curse of the Werebat (curse, necromancy, primal) Saving Throw DC 15 Fortitude

Moon Frenzy (polymorph, primal, transmutation)


Werebats form organized colonies of opportunistic hunters. They aren’t shy about transforming creatures to add to their colony, whom they initiate with elaborate social ceremonies and bloody hazing. The curse of the werebat gives them a strong urge to prey upon on weaker, lonely creatures.

True werebats are often unusually tall and thin, with angular features. In combat, werebats favor their unarmed attacks because they can’t fly while wielding weapons in their wings.

Werebats sometimes methodically curse an entire community to form a terrifyingly large werebat colony. In elaborate covert initiation ceremonies, newly cursed members are given shocking proof of their new monstrous nature and sworn to loyalty and secrecy under threat of exposure or death. Since they’re easily mistaken for vampires, these werebats sometimes warn new werebats to avoid such things as direct sunlight in order to confuse monster hunters or lull foes into a false sense of understanding.

Section 15: Copyright Notice

Pathfinder Bestiary 3 (Second Edition) © 2021, Paizo Inc.; Authors: Logan Bonner, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Adam Daigle, Katina Davis, Erik Scott de Bie, Jesse Decker, Brian Duckwitz, Hexe Fey, Keith Garrett, Matthew Goodall, Violet Gray, Alice Grizzle, Steven Hammond, Sasha Laranoa Harving, Joan Hong, James Jacobs, Michelle Jones, Virginia Jordan, Tj Kahn, Mikko Kallio, Jason Keeley, Joshua Kim, Avi Kool, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Philippe-Antoine Menard, Patchen Mortimer, Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Nelson, Samantha Phelan, Stephen Radney-Macfarland, Danita Rambo, Shiv Ramdas, Bj Recio, Jessica Redekop, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael Sayre, Mark Seifter, Sen.H.H.S, Abigail Slater, Rodney Sloan, Shay Snow, Pidj Sorensen, Kendra Leigh Speedling, Tan Shao Han, William Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Skylar Wall, Andrew White, and Landon Winkler.