Weremoose

Level 3
Creature· beastLargeRemaster
AC
19
HP
60
Speed
30 ft.
Perception
+6
Fort
+11
Ref
+8
Will
+6
Weaknesses silver 5
Languages common
Senses low-light-vision, scent 60 ft. (imprecise)
Skills athletics +9, intimidation +8
Recall Knowledge DC 18 (nature, society)

Attacks

Melee Greataxe +11 (sweep), Damage 1d12+6 slashing
Melee Hatchet +11 (agile, sweep), Damage 1d6+6 slashing
Melee Hatchet +8 (agile, thrown 10 ft.), Damage 1d6+6 slashing

Abilities

Deer Empathyinteraction

A weremoose can communicate with deer, including moose.

Cold Adaptation

The weremoose treats environmental cold effects as if they were one step less extreme.

Change Shape

Medium human with fist +11 for 1d4+6 bludgeoning,

or

Large moose with antler and hoof +11 for 1d8+6 bludgeoning.


Curse of the Weremoose

This curse affects only humanoids.


Saving Throw DC 17 fortitude

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

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 antlers by 2.

When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for .

Effect: Moon Frenzy

Thundering Charge◆◆

The weremoose Strides twice and then makes an antler Strike. A Medium or smaller creature damaged by this attack must succeed at a DC 17 fortitude save or be Stunned 1.

Werecreatures are humanoids who transform into animals and animal-humanoid hybrids under the light of the full moon. The fate of these shapechanging creatures derives from an ancient primal curse that they can, in turn, transmit through their own bites. The stat blocks in this section reflect werecreatures in their hybrid forms.


A weremoose's tendencies toward stubbornness and a grumpy attitude make it difficult for them to get along with others. Most often, they live as hunters or hermits, taking in the peace of their natural surroundings. If their territory is invaded, they don't hide or retreat but are unlikely to attack. If someone else starts the fight, though, a weremoose retaliates without mercy.