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by Jamie Baty

MA, RC 194
Medium Humanoid (Shapechanger)
Hit Dice: 3d8+3 (16 hp)
Initiative: +4 (+4 Dex)
Speed: 30 ft. (6 squares)
Armour Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+1
Attack: By weapon +1 melee (by weapon -1)
Full Attack: By weapon +1 melee (by weapon -1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: -
Special Qualities: Change shape, natural resistance
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 9, Dex 18, Con 13, Int 14, Wis 15, Cha 11
Skills: Bluff +2, Diplomacy +2, Gather Information +2, Knowledge (local) +6, Knowledge (nature) +6, Listen +8, Search +4, Spot +8
Feats: Alertness, Dodge
Environment: Temperate forests, mountains
Organisation: Solitary, Pair, Company (2-5), Patrol (5-20 plus 1 2nd level leader), or Clan (20-40 plus 50% non-combatants, 4 2nd level leaders and 1 5th level Clanmaster)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: by character class
Level Adjustment: +3

Metamorphs are an ancient species of shapeshifter distantly related to humans. They exist in harmony with nature and creatures close to nature, doing their part to preserve the natural balance.
A metamorph's natural form is that of a handsome human male or female, though its ears are slightly pointed and its eyes are pure white. Metamorphs speak fluent Common, and most speak Sylvan, Elvish and Halfling.
Metamorphs reproduce like normal humans and live in clan strongholds away from normal human society, though they have good relations with elves, halflings, and druids. Metamorphs tend to act as self-appointed protectors of the environment within a five-mile radius of their stronghold, and can be quite belligerent with those that wantonly destroy the environment.

Normally, metamorphs are non-aggressive, choosing to shapeshift and withdraw rather than engage in a violent confrontation.
When pressed, however, they fight seriously. Metamorphs favour druidic weapons such as daggers, clubs, spears, slings, and sickles (they are proficient in all simple weapons). They do not wear armour or use shields.

Change Shape (Su): A metamorph can change shape up to eleven times per day, with some limitations. A metamorph has the ability to assume the appearance of an amphibian, bird, centipede, crustacean, fish, insect, leech, mammal, reptile, spider, and worm, but retains most of its own physical qualities. A metamorph can use each form only once per day. A metamorph cannot change shape to a form larger than itself or more than two size categories smaller than its original form. A metamorph can stay in a shape for 60 minutes before needing to change shape or revert to its natural form. Changing shape results in the following changes to the metamorph:
The metamorph retains its type and subtype. It gains the size of its new form.
The metamorph loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
The metamorph gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
The metamorph retains the special qualities of its original form.
The metamorph retains the ability scores of its original form.
The metamorph retains its hit points and saves.
The metamorph retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
The metamorph is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Natural Resistance (Ex): The metamorph has a +2 bonus to all saving throws (included in above stats).

Metamorphs as Characters
A Metamorph's favoured class is druid. More martial metamorphs may take levels in ranger or barbarian. Other classes are rare. A metamorph cleric may take two of the following domains: Animal, Plant, or Trickery.