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From Pathfinder #213: Thirst for Blood, which isn't enabled.

Batkin Guard

CREATURE 1

Human beastkin

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

Batkin And Werebats

Particularly large werebat colonies often host batkin among their ranks. Cultivating a population of batkin offers the werebats numerous benefits, the most obvious being the illusion of normality. Most werebats are nocturnal, so having batkin roam about during the day helps maintain the impression that the werebat settlement is nothing out of the ordinary. Batkin might also guard the colony during full moons, when the werebat members are away indulging in their lunar frenzies. Finally, batkin seem to have an easier time keeping their thirst for blood in check and thus serve as excellent infiltrators in non-werecreature settlements.


Perception +6
Languages Common
Skills Acrobatics +7, Athletics +5, Deception +4, Stealth +5
Str +4, Dex +2, Con +2, Int +0, Wis +0, Cha +1
Quick Change
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.

AC 15; Fort +7, Ref +7, Will +3
HP 20

Speed 25 feet
Melee Morningstar +7 (versatile p), Damage 1d6+4 bludgeoning
Ranged Shortbow +5 (deadly d10, reload 0, range increment 60 feet), Damage 1d6 piercing
Change Shape (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.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Snagging Strike
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.
Pathfinder #213: Thirst for BloodORC