Wild Shape
At level 2, druids gain the ability to transform into animals. As an attack action, you can spend a hero's surge to polymorph yourself and some or all of your gear into a tiny or small mammal, then take a movement. If your race is not mammalian, you can instead polymorph into your creature type. You can end this effect as an attack action.
- At level 3 and every odd level thereafter, you select an additional animal type to gain access to.
- At level 4, you gain the ability to polymorph into a medium animal.
- At level 6, you gain the ability to polymorph into a large animal.
Wild Shape Animal Types
An animal's type is listed in the upper right-hand corner of the template. When you gain the ability to Wild Shape, you can only polymorph into mammal forms, unless you are not a mammal, in which case you can only polymorph into animals of your type. As you gain levels, you gain access to polymorph into other animal types. The Wild Shape animal types are Aquatics, Birds, Insectoids, Mammals, and Reptiles.Wild Shape Hit Points
When you Wild Shape, you gain a secondary pool of hit points. These hit points do not alter your calculations for maximum hit points or effects based on it and receive healing first and can benefit from temporary hit points. If you take damage that reduces you to 0 or fewer secondary hit points, you revert to your normal form and reduce your primary hit points by any negative hit points your secondary pool had.For example, Cutnose the human druid wild shapes into a small dog. He gains a secondary hit point pool of 4 hit points. In a fight with an ogre, he is hit by a club attack for 7 bludgeoning damage. Cutnose reverts to his human form and suffers 3 points of bludgeoning damage to his standard hit point pool.
WILD SHAPE FEATURES
While polymorphed into animal form, you have a number of different features and restrictions.- Your Strength, Dexterity, Dodge, vision, and speed are replaced.
- You cannot cast spells, speak any language, or use Arcane Magic or Divine Magic. However, you can maintain concentration, take actions granted by spells, and utilize static benefits of items incorporated into your polymorphed form.
- You automatically succeed on Survival (Forage) and Endurance (Rest) checks while in your form's natural environment.
- Additional traits you gain are listed in the animal template.
Wild Shape Sizes
Each template covers tiny, small, medium, and large forms. Variables that change based on your size are divided into four sections in that order: tiny/small/medium/large. For example, a horse's hit points are 2/4/8/16 so a tiny horse has 2 hit points, a small has 4, a medium has 8, and a large has 16.In addition, the following adjustments apply to different sizes.
- Tiny creatures gain a +1 rank bonus to Dodge
- Large creatures occupy a 5'x10' space.
- You can move through the space of creatures two sizes or more larger than you, but you cannot stop such creatures from moving through your space.
- You can act as a mount for a creature one size smaller than you, provided you can be fitted with a saddle or are of a suitable form.
Animal Templates
MammalsApe |
(or Monkey, Gorilla, etc.) | Mammal |
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Hit Points: 2/4/10/24 | Speed: 30 (climb) | Legs: 2 |
Attacks: Trained | Bite 1/d4/d6+2/1d8+4 Grapple Trip Pull Push | |
Defenses: Dodge & Dexterity: Trained | ||
Strength: Trained/Trained/Adept/Master | Vision: Normal | |
Traits: Brachiation: Move through tree limbs as if on ground Enrage: Become enraged as part of your turn. If you are reduced to 0 or fewer secondary hit points while enraged, you take additional true damage equal to ½ your secondary hit point pool. Hands: Manipulate objects as a humanoid, wield weapons. |
Bear |
(or Badger, Dire Weasel, etc.) | Mammal |
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Hit Points: 3/6/12/24 | Speed: 25/30/35/40 | Legs: 4 |
Attacks: Trained | Bite 1/d4/d8+2/2d6+4 Claw 1/d3/d4+1/d6+2 | |
Defenses: Dodge & Dexterity: Trained, Hide Armor 2/1/1 B/P/S | ||
Strength: Trained/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Climb skill Crush: When you hit a creature with two claw attacks, you can grapple it. While you grapple a creature with both paws, it takes your bite damage in bludgeoning damage at the end of its turn. If you make a claw attack, this grapple ends. Enrage: Become enraged as part of your turn. If you are reduced to 0 or fewer secondary hit points while enraged, you take additional true damage equal to ½ your secondary hit point pool. Multiattack: Action, make a bite and two claw attacks |
Dire Rat |
(or Great Mouse, Beaver, ROUS, Dire Bat, etc.) | Mammal |
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Hit Points: 1/3/6/12 | Speed: 30 (climb) | Legs: 4 |
Attacks: Trained | 1/d3/d6/2d4+2 plus grapple | |
Defenses: Dodge & Dexterity: Adept, Resistance: Poison | ||
Strength: Novice/Trained/Trained/Adept | Vision: Darkvision 60' | |
Traits: Stealth skill Clamp: Attempt a grapple after dealing bite damage. While you grapple a creature with your bite, it takes your bite damage at the end of your turn and its turn. If you make another bite attack, this grapple ends. Overwhelm: +1 rank bonus to dodge & bite when your target or attacker is adjacent to an ally And either Scurry (Shift 10' with hampering effect) and Swim skill or Winged (Gain fly 30', speed becomes 5', legs become 2, dodge on ground becomes Untrained) and Blindsight 60' (Requires Level 5) |
Dolphin |
(or Killer Whale, Sea Lion, Otter, etc.) | Mammal |
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Hit Points: 2/4/10/24 | Speed: Swim 50/55/60/65 | Legs: 0 |
Attacks: Trained | 1/d4/d8+2/2d6+4 plus trip or pull | |
Defenses: Dodge & Dexterity: Trained (in water) Untrained (on land) | ||
Strength: Novice/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Aquan: hold your breath for 4/6/8/10 minutes Maul: attempt a trip or pull on a bite attack And either Rush: after swimming 15' in a straight line, double your bite damage dice or Amphibious: change your legs to 4 and reduce your swim speed by 20/15/10/10 to gain 20/15/10/10 speed |
Horse |
(or Deer, Antelope, Elk, etc.) | Mammal |
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Hit Points: 1/4/8/16 | Speed: 35/40/50/60 | Legs: 4 |
Attacks: Trained | Hoof 1/d3/d4+1/d6+2 | |
Defenses: Dodge & Dexterity: Trained | ||
Strength: Novice/Trained/Adept/Master | Vision: Normal | |
Traits: Endurance skill Rear: Action, make two hoof attacks Trample: you can spend 10' of movement to make a hoof attack against a creature when you move through its space And either Mount: Rider gains reliable ride checks or Gore: Attack action, deals your hoof dice in piercing damage. If you move 10' in a straight line before this attack, double the damage dice. |
Tiger |
(or Cat, Bobcat, Lion, Dire Panther, etc.) | Mammal |
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Hit Points: 1/4/8/16 | Speed: 30/35/40/45 | Legs: 4 |
Attacks: Trained | Bite 1/d3/d6+2/2d6+4 Claw 1/d4/d6+1/d8+2 | |
Defenses: Dodge & Dexterity: Adept | ||
Strength: Novice/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Climb skill, Run skill, Stealth skill Pounce: Action, jump half your speed and make two claw attacks Multiattack: Action, make a bite and two claw attacks |
Wild Boar |
(or Cow, Goat, Elephant, Rhinoceros, etc.) | Mammal |
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Hit Points: 3/6/12/24 | Speed: 25/30/35/40 | Legs: 4 |
Attacks: Trained | Gore 1/d4/d8+2/2d6+4 bludgeoning or piercing | |
Defenses: Dodge & Dexterity: Trained, Hide Armor 2/1/1 B/P/S | ||
Strength: Trained/Trained/Adept/Master | Vision: Normal | |
Traits: Endurance skill Enrage: Become enraged as part of your turn. If you are reduced to 0 or fewer secondary hit points while enraged, you take additional true damage equal to ½ your secondary hit point pool. Gore: Action, move then make a gore attack Trample: once per turn when you move through a creature's space, it takes your gore damage in bludgeoning damage |
Wolf |
(or Dog, Fox, Jackal, Racoon, Dire Wolf, etc.) | Mammal |
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Hit Points: 2/4/8/16 | Speed: 30/30/35/40 | Legs: 4 |
Attacks: Trained | Bite 1/d4/d8+2/2d6+4 plus grapple, trip, or pull | |
Defenses: Dodge & Dexterity: Trained | ||
Strength: Novice/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Endurance skill, Perception skill, Survival (Track) skill Clamp: Attempt a grapple after dealing bite damage. While you grapple a creature with your bite, it takes your bite damage at the end of its turn. If you make another bite attack, this grapple ends. Maul: Attempt a trip or pull on a bite attack Pack Hunter: +1 rank bonus to bite a target an ally is adjacent to |
Giant Crab |
(or Dire Lobster, etc.) | Aquatic |
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Hit Points: 2/4/12/24 | Speed: 20/25/30/35 (swim) | Legs: 10 |
Attacks: Trained | Pincer 1/d3/d4+1/d6+2 plus grapple | |
Defenses: Dodge, Parry, & Dexterity: Trained, Shell Armor 2/2/2 B/P/S | ||
Strength: Novice/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Aquatic: you can breathe underwater but suffocate after 2/4/6/8 hours in air Defensive: when you defend against multiple attacks with limited or better success, you block an extra attack Pincers: when you hit a target with a claw attack, you can attempt to grapple it. Creatures grappled by your pincers take your pincer damage at the end of their turns. If you make a pincer attack, this grapple ends. Scuttle: shift 10' in a straight line as a hampering effect |
Shark |
(or Tuna, Sword Fish, etc.) | Aquatic |
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Hit Points: 3/6/12/24 | Speed: Swim 30/35/40/45 | Legs: 0 |
Attacks: Trained | Bite 1/d4/d8+2/2d6+4 | |
Defenses: Dodge & Dexterity: Trained (in water) Untrained (on land) | ||
Strength: Novice/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Aquatic: you can breathe underwater but suffocate in air Swallow: when you hit a creature two or more sizes smaller than you with a bite attack, you can swallow it. While swallowed, the target is grappled by you, cannot breathe, and takes your bite damage in acid and bludgeoning damage at the start of its turns. Swoop: Action, swim your speed and during this movement make a bite attack |
Eagle* |
(or Falcon, Dire Owl, Giant Vulture, etc.) | Bird |
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Hit Points: 1/2/4/8 | Speed: 5, Fly 50/60/70/80 | Legs: 2 |
Attacks: Trained | Bite 1/d4/d6/d8+2 Claw 1/d3/d4/d6+1 | |
Defenses: Dodge & Dexterity: Adept (in flight) Untrained (on ground) | ||
Strength: Novice/Trained/Trained/Adept | Vision: Darkvision 120' | |
Traits: Perception skill, Stealth skill Swoop: Attack action while flying, make two claw attacks *Requires level 5 |
Ostrich |
(or Chicken, Elephant Bird, etc.) | Bird |
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Hit Points: 1/4/8/16 | Speed: 40/45/55/65 | Legs: 2 |
Attacks: Trained | Bite 1/d4/d8+2/2d6+4 Claw 1/d3/d4+1/d6+2 | |
Defenses: Dodge & Dexterity: Trained | ||
Strength: Novice/Trained/Adept/Master | Vision: Normal | |
Traits: Kick: After defending against multiple attacks with major success, make a claw attack Pounce: Action, jump half your speed and make two claw attacks |
Bombardier Beetle |
(or Giant Fire Ant, Dire Flea, etc.) | Insectoid |
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Hit Points: 2/4/8/16 | Speed: 30 (climb) | Legs: 6 |
Attacks: Trained | Bite 1/d4/d6+2/d8+4 | |
Defenses: Dodge & Dexterity: Trained, Chitinous Armor 2/2/2 B/P/S | ||
Strength: Trained/Trained/Adept/Master | Vision: Blindsense 30' | |
Traits: Either:
Poison Spray: Action, once per minute spray a Blinding I/II/III/IV poison in a 15' cone or Pounce: Action, jump your speed and make a bite attack and Leech: Gain temporary hit points equal to bite damage dealt or Mount: Rider gains reliable ride checks and Poison: on bite, Enfeebling I/II/III/IV |
Giant Centipede |
(or Dire Millipede, etc.) | Insectoid |
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Hit Points: 1/3/6/12 | Speed: 20/25/30/35 (climb) | Legs: 30 |
Attacks: Trained | Bite 1/d3/d6+2/d8+4 plus poison | |
Defenses: Dodge & Dexterity: Trained, Chitinous Armor 2/2/2 B/P/S | ||
Strength: Novice/Trained/Adept/Master | Vision: Blindsense 30' | |
Traits: Many-Legged: You cannot be tripped Poison: Enfeebling I/II/III/IV) Scuttle: You can move through other creature's spaces |
Giant Scorpion |
(or Dire Scorpion, etc.) | Insectoid |
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Hit Points: 2/4/8/16 | Speed: 20/25/30/30 (climb) | Legs: 8 |
Attacks: Trained | Stinger 1/d4/d6+2/d8+4 plus poison Pincer 1/d3/d4+1/d6+2 plus grapple | |
Defenses: Dodge, Parry, & Dexterity: Trained, Chitinous Armor 2/2/2 | ||
Strength: Trained/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Pincers: When you hit a target with a claw attack you can attempt to grapple it Poison: On stinger, Paralyzing I/II/III/IV |
Giant Spider |
(or Dire Spider, etc.) | Insectoid |
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Hit Points: 1/2/4/8 | Speed: 20/25/30/35 (climb) | Legs: 8 |
Attacks: Adept | Bite 1/d4/d6+2/d8+4 plus poison | |
Defenses: Dodge & Dexterity: Adept | ||
Strength: Novice/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Pounce: Action, jump your speed and make a bite attack Poison: On bite, Necrotic I/II/III/IV Web: Once per hour, spend a minute moving about an area to create a web effect in the area |
Giant Wasp* |
(or Nightmare Mosquito, Dire Bee, etc.) | Insectoid |
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Hit Points: 1/2/4/8 | Speed: 5 (climb), Fly 20/25/30/35 | Legs: 6 |
Attacks: Trained | Bite 1/d4/d6/d8 plus poison/leech | |
Defenses: Dodge & Dexterity: Adept | ||
Strength: Novice/Trained/Trained/Trained | Vision: Normal | |
Traits: Scent: 30' Either Poison: On bite, Enfeebling I/II/III/IV or Leech: Gain temporary hit points equal to bite damage dealt *Requires level 5 |
Ceratops |
(or Stegosaur, Ankylosaur, etc.) | Reptile |
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Hit Points: 3/6/12/24 | Speed: 25/30/30/35 | Legs: 4 |
Attacks: Trained | Gore 1/d4/d8+2/2d6+4 bludgeoning or piercing | |
Defenses: Dodge & Dexterity: Trained, Plated Armor 3/2/2 B/P/S | ||
Strength: Trained/Trained/Adept/Master | Vision: Normal | |
Traits: Defensive: When you defend against multiple attacks with limited or better success, you block an extra attack Mount: Rider gains reliable ride checks Trample: You can spend 10' of movement to make a gore attack against a creature when you move through its space, though you gain no damage bonus from Strength |
Crocodile |
(or Komodo, Giant Turtle, etc.) | Reptile |
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Hit Points: 2/4/8/16 | Speed: 15, Swim 30 | Legs: 4 |
Attacks: Trained | Bite 1/d4/d8+2/2d6+4 plus grapple | |
Defenses: Dodge & Dexterity: Trained, Scale Armor 2/1/2 B/P/S | ||
Strength: Novice/Trained/Adept/Master | Vision: Darkvision 60' | |
Traits: Clamp: Attempt a grapple after dealing bite damage. While you grapple a creature with your bite, it takes your bite damage at the end of its turn. If you make another bite attack, this grapple ends. And either Death Spin: Action while in water when you have a target grappled with Clamp, deal double your bite damage to the target or Shell: when you take the defend action, gain total cover from ranged attacks and block 2 additional attacks when defending against multiple attacks on a limited or better success |
Dire Frog |
(or Bull Toad, Great Toad, etc.) | Reptile |
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Hit Points: 1/3/6/12 | Speed: 10/15/20/25 (jump), Swim 30 | Legs: 4 |
Attacks: Trained | Bite 1/d3/d4+1/d6+2 Trip Pull | |
Defenses: Dodge & Dexterity: Trained | ||
Strength: Novice/Trained/Trained/Adept | Vision: Darkvision 60' | |
Traits: Stealth (hide) skill Pounce: Action, jump into the same square as a target and make a trip attack Tongue: Make a pull or trip attempt at a range of 5/5/10/10) |
Giant Snake |
(or Boa Constrictor, Dire Cobra, etc.) | Reptile |
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Hit Points: 1/3/6/12 | Speed: 30 (swim) | Legs: 0 |
Attacks: Trained | Bite 1/d3/d6+1/2d4+2 plus grapple/poison | |
Defenses: Dodge & Dexterity: Trained | ||
Strength: Novice/Trained/Trained/Adept | Vision: Darkvision 60' | |
Traits: Stealth skill, Climb skill Pounce: Action, jump 10/15/20/25 then make a bite attack Slither: you can move through other creature's spaces Either Constrict: After dealing bite damage, attempt a grapple. A creature grappled by you takes your bite damage as bludgeoning damage at the end of its turns. or Poison: on bite, Necrotic I/II/III/IV |
Raptor |
(or Deinonychus, Compy, etc.) | Reptile |
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Hit Points: 2/4/8/16 | Speed: 30/35/40/45 | Legs: 2 |
Attacks: Trained | Bite 1/d4/d8+2/2d6+4 Claw 1/d3/d6+1/d8+2 | |
Defenses: Dodge & Dexterity: Trained | ||
Strength: Novice/Trained/Trained/Adept | Vision: Low-light 60' | |
Traits: Stealth skill Multiattack: Action, make a bite and two claw attacks Pounce: Action, jump half your speed and make two claw attacks Rudimentary Hands: you can manipulate simple objects such as doorknobs as a full-round action |
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