[This and the werehippo were honestly the two main reasons I wanted to do a Weird Weres run of monsters. All those mantis shrimp mermaids people post on Mermay. Of course, since mantis shrimp are super pugnacious in real life (it’s said you can tell a researcher who works on mantis shrimp by their broken fingers), I figure they’re not likely to be one of the nice weres. But if you want friendly were-stomatopods in your game (possibly as Proud Warrior Race guys, possibly as enthusiastic jocks), I’m not gonna stop you. I gave it the slightly more technical name of stomatopod mostly for the ease of making a compound word.]
Entothrope, Werestomatopod
CR 9 CE Humanoid (shapechanger)
This creature has a humanoid torso and the lower body of a brightly colored crustacean. Instead of hands, it has massive pincers, and oversized eyes rippling with color and light grow at the top of its head.
A werestomatopod is an entothrope that can transform into a giant mantis shrimp. They are obsessed with combat and often highly territorial, challenging all who cross into their domains to violence. Almost all of them are evil, focused on a bloody form of might makes right. They are often equally obsessed with looks and beauty, and most of them are gorgeous in their humanoid forms. Other characteristics of a werestomatopod in humanoid form are unusually colored hair or eyes, or eyes that move in different directions at once. Most of them are aquatic or amphibious in their humanoid form, and those that are not typically make their homes close to the coast.
Werestomatopod (merfolk form) CR 9
XP 6,400
CE Medium humanoid (aquatic, shapechanger)
Merfolk natural were giant mantis shrimp slayer 9
Init +3; Senses darkvision 60 ft., low-light vision, Perception +11
Defense
AC 19, touch 14, flat-footed (+3 Dex, +1 dodge, +3 armor, +2 natural)
hp 81 (9d10+27)
Fort +10, Ref +10, Will +5; +6 vs. mind-influencing effects
Defensive Abilities insect mind
Offense
Speed 5 ft., swim 50 ft.
Melee masterwork short sword +13/+8 (1d6+3/19-20)
Ranged masterwork underwater light crossbow +13 (1d8/19-20)
Special Attacks sneak attack +3d6, studied target (+2, 2 targets, swift or move action)
Statistics
Str 16, Dex 16, Con 16, Int 8, Wis 14, Cha 12
Base Atk +9; CMB +12; CMD 26 (cannot be tripped)
Feats Combat Reflexes, Dodge, Eldritch Claws B, Improved Critical (pincer), Improved Natural Attack (pincer)B, Stand Still, Step Up, Weapon Finesse B
Skills Acrobatics +12, Bluff +9, Intimidate +7, Knowledge (geography, local) +8, Perception +11, Sense Motive +11, Stealth +12, Survival +11 (+15 following tracks), Swim +18
Languages Aquan, Common
SQ amphibious, change shape (merfolk, giant mantis shrimp or hybrid, polymorph), entothropic empathy (giant mantis shrimp), slayer talents (finesse rogue, foil scrutiny, ranger combat style [natural, x2]), stalker, track
Gear amulet of mighty fists +1, +2 padded armor, cloak of resistance +1, masterwork underwater light crossbow, 40 bolts, masterwork short sword, 2 potions CLW, 111 gp
Werestomatopod (hybrid form) CR 9
XP 6,400
Merfolk natural were giant mantis shrimp slayer 9
CE Medium humanoid (aquatic, shapechanger)
Init +8; Senses darkvision 60 ft., incredible sight, low-light vision, Perception +11
Defense
AC 31, touch 14, flat-footed (+8 Dex, +1 dodge, +3 armor, +9 natural)
hp 90 (9d10+36)
Fort +11, Ref +15, Will +5; +6 vs. mind-influencing effects
DR 10/silver; Resist sonic 10
Defensive Abilities insect mind
Offense
Speed 40 ft., swim 30 ft.
Melee pincer +18/+13 (2d8+5/19-20 plus grab and sonic burst) and pincer +18 (2d8+5/19-20 plus grab and sonic burst)
Special Attacks curse of entothropy (Small, Medium, Large), sneak attack +3d6, speedy pincers, studied target (+2, 2 targets, swift or move action)
Statistics
Str 18, Dex 27, Con 18, Int 8, Wis 14, Cha 16
Base Atk +9; CMB +12; CMD 26 (38 vs. trip)
Feats Combat Reflexes, Dodge, Eldritch Claws B, Improved Critical (pincer), Improved Natural Attack (pincer)B, Stand Still, Step Up, Weapon Finesse B
Skills Acrobatics +17, Bluff +11, Intimidate +9, Knowledge (geography, local) +8, Perception +11, Sense Motive +11, Stealth +17, Survival +11 (+15 following tracks), Swim +19
Languages Aquan, Common
SQ amphibious, change shape (merfolk, giant mantis shrimp or hybrid, polymorph), entothropic empathy (giant mantis shrimp), slayer talents (finesse rogue, foil scrutiny, ranger combat style [natural, x2]), stalker, track
Gear amulet of mighty fists +1, +2 padded armor, cloak of resistance +1, masterwork underwater light crossbow, 40 bolts, masterwork short sword, 2 potions CLW, 111 gp
Special Abilities
Curse of Entothropy (Su) Since a werestomatopod does not have a bite or sting attack, it is more difficult for it to transmit its curse. Any humanoid of the correct size that is knocked unconscious by a werestomatopod’s natural attacks must succeed a DC 15 Fortitude save or become an afflicted entothrope.
Incredible Sight (Ex) As long as a werestomatopod is not blinded, they are treated as having blindsight 60 ft, and can see in supernatural darkness without penalty.
Sonic Burst (Ex) A werestomatopod attacks with such extreme speed that its pincers issue a concussive blast of light and force when they snap closed. Each time a werestomatopod makes a pincer attack, whether it hits or misses, each creature in a 10-foot-radius burst centered on the attack's target takes 1d8 points of sonic damage and must succeed at a DC 18 Reflex save or be stunned for 1 round. A creature that succeeds at this save is immune to the stun effect from additional sonic bursts from that werestomatopod until the vermin's next turn, but it still takes sonic damage from additional sonic bursts. The werestomatopod is immune to this effect. The save DC is Constitution-based.
Speedy Pincers (Ex) A werestomatopod may make iterative attacks with one of its pincers.