Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Change Shape
(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.
Ability
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.
Ability
Gnawing Retort [Reaction]
Circumstance: Trigger: A creature adjacent to the wereant critically misses the
The wereant makes a mandibles Strike against the triggering creature
Ability
Hasty Reposition
Frequency: once per round
Effect: The wereant sentinel Steps, moving up to 15 feet.
Ability
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.
Ability
Retributive Strike [Reaction]
Circumstance: Trigger: An enemy damages the wereant sentinel's ally, and both a
The ally gains resistance 20 against the triggering damage. If the foe is within reach, the wereant sentinel makes a melee Strike against it.
Ability
Sentinel's Focus
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.
Offense
Melee
Circumstance: combat round (melee)
mandibles +36 [+31/+26], Damage 3d10+20 slashing plus Knockdown and curse of the wereant
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Werecreature
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Item
+2 greater striking khopesh
BT 68))
HP 136
major sturdy shield ( (Hardness 17
Language
Common
insect empathy
telepathy 120 feet
Perception
darkvision
scent (imprecise) 30 feet
Weakness
silver 20