Werechipmunk

Creature 4

## Skills

Low-light Vision; Scent (imprecise) 30ft

Acrobatics +12; Athletics +8

Nature +10; Stealth +12; Theivery +12

Deception +12 (+1 to Feint when using Tail to distract)

CREATURE 4

## Description

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 jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.

## Traits

### Cheek Pouches

The werechipmunk's cheeks are stretchy, and can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as they have at least one item in their cheek pouches, their speech is noticeably difficult to understand. Placing an item in their cheek pouch or retrieving one is an Interact action. They can empty their mouth with a single action, causing everything they stored in their cheek pouches to fall to the ground in their square.

### Curse of the Werechipmunk

(curse, necromancy, primal)

This curse affects only humanoids. Saving Throw Fortitude DC 22. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the werechipmunk until dawn. The creature is under the GM’s control and goes on a rampage for half the night before falling unconscious until dawn.

### Chipmunk Empathy

(divination, primal)

The werechipmunk can communicate with chipmunks.

## Actions

### Scurry! {A}

They are used to ducking under foes and can scurry around the battlefield with ease. They gain a +1 circumstance bonus to Acrobatics checks to Tumble Through the spaces of Medium or larger enemies, and the presence of an enemy doesn’t make the squares difficult terrain.

### Flurry of Bites {A}

(flourish)

Make two jaw Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply the werechipmunk's multiple attack penalty to the Strikes normally. As it has the flourish trait, they can use Flurry of Bites only once per turn. Flurry of Bites can ignore 5 points of object hardness.

### Go Nuts! {A}

The werechipmunk can move with such speed they become a blur. Move two times: two Strides, two Steps, or one Stride and one Step (in either order). They gain the concealed condition during this movement and until the start of their next turn.

### Change Shape {A}

(concentrate, polymorph, primal, transmutation)

The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature’s natural form is its hybrid shape. In humanoid shape, the werecreature changes to Human with fist +10 for 1d4+2 bludgeoning. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn’t already have (such as Grab), and it loses its weapon Strikes. Changes to Small chipmunk with Speed 30 feet, burrow 10 feet.

## Reactions

### Cringe {R}

(emotion, werechipmunk, mental, visual);

Trigger A creature they are aware of critically succeeds on a Strike against them and would deal damage to them. With pitiful posturing, the werechipmunk cause their foe to pull back a deadly attack. The attacking creature takes a circumstance penalty to the damage of the triggering Strike equal to their level + 2. This penalty applies after doubling the damage for a critical hit. The attacker is then immune to your Cringe for 24 hours.

### MY Food! {R}

Attack of Opportunity Trigger Food in same or adjacent square is touched by enemy.