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Pathfinder - Practical Guide to Polymorph


I will use content from the core rules, but will intentionally omit any content not published on the official Pathfinder SRD due to the unmanageable volume of non-SRD content, and the wildly varying quality of non-SRD content. If you would like me to write handbooks for specific content not published on the official SRD, please email me and I will consider it on a case-by-case basis. I will use the color coding scheme which has become common among Pathfinder build handbooks. Also note that many colored items are also links to the Paizo SRD.


Polymorph is one of the most confusing and difficult parts of the magic system in Pathfinder. This guide is an attempt to explain how the rules work, and how you can bast make use of Polymorph spells.

How does polymorph work?

Before you read this guide, read the section on Polymorph on the Pathfinder SRD. Are you good and confused? That's alright. Let's break things down a bit.

What do you get when you polymorph?

What do you NOT get when you polymorph?

What happens to you when you polymorph?

If you polymorph into a humanoid, not much. But unless you're using Alter Self, you're probably polymorphing into something cool. Namely "a creature of the animal, dragon, elemental, magical beast, plant, or vermin type." If you polymorph into one of these, here's what happens:

"While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form."

What if I polymorph something which is smaller than Small or bigger than Medium?

The only difference is that you need to adjust the abilities for the creature's size before you apply the modifiers for polymorph.

Ability Adjustments from Size Changes
Creature's Original Size Str Dex Con Adjusted Size
Fine +6 -6 - Small
Diminutive +6 -4 - Small
Tiny +4 -2 - Small
Small - - - Small
Medium - - - Medium
Large -4 +2 -2 Medium
Huge -8 +4 -4 Medium
Gargantuan -12 +4 -6 Medium
Colossal -16 +4 -8 Medium

Can I use weapons while polymorphed?

Yes! "If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size." So if you're an Eldritch Knight and you use Giant Form, you can continue using your awesome magic sword.

Let's look at some examples

Marly is a level 10 dwarf wizard. His move speed is 20, and he has Darkvision. He has no other special movement speeds or vision types. He regularly casts Polymorph, so he needs to understand what happens to him when he changes shape. Polymorph allows you to duplicate the effects of Beast Shape II, Elemental Body I, and Alter Self, so let's look at some examples.

Marly wears bracers of armor +1, a ring of protection +1, a cloak of resitance +1, a quickrunner's shirt, and a belt of physical perfection +2.

Marly polymorphs into a human

In this case, Polymorph behaves like Alter Self. Marly loses his darkvision and his 20 foot movement speed. He gains the human 30 foot move speed, and a +2 size bonus to strength, as specified in the Alter Self spell description. Because he is still a humanoid, his items all continue to function normally.

Marly polymorphs into an earth elemental

Being a dwarf often involves a large quantity of being underground. At one point, Marly decides that he wants to earth glide through some walls and ceilings. When he polymorphs into an earth elemental, Marly looks at the entry for earth elementals in Elemental Body I.

"you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet, and the ability to earth glide." From the bestiary entry for Small Earth Elementals, Marly gains a 20 ft. move speed. He does not get the elemental's burrow speed, as it is not specified in the spell. However, he does get the Earth Glide ability. Because you can't Earth Glide without a burrow speed, it stands to reason that Marly should get the burrow speed as part of the Earth Glide ability, even though it is not specifically stated in the spell description.

Note that the spell allows you to gain the elemental's darkvision, but does not specify tremorsense. This means that Marly does not get tremorsense. Marly also gains the small earth elemental's slam attack, dealing 1d6 damage plus his newly modified strength bonus. He does not get the elemental's immunities to blled, critical hits, etc.

Marly loses the effect of his bracers or armor and can't activate his quickrunner's shirt but his ring of protection, cloak of resistance, and belt of physical perfection all continue to function as normal.

Elementals are capable of speech, which means that they can perform Verbal Components. Marly will likely need Eschew Materials for many of his spells, or he will need to set his spell component pouch down before he polymorphs and pick it up later. At his DMs discretion, he may also be able to use Somatic Components, but the DM may rule that earth elementals rock-like appendages aren't precise enough to mimic complex Somatic Components. This is entirely up to the DM, so Marly needs to make sure to check with the DM before his tries to cast any spells. At some point, Marly may choose to invest in Still Spell to remove this complication.

Marly polymorphs her Horse... into a Horse

Marly is clearly mad. A Horse is Large and has Str 16, Dex 14, and Con 17. Because it is large, we adjust the horse's size down to medium (Str 12, Dex 16, Con 15), then apply the Beast Shape modifiers for Large animals (See Beast Shape II), giving it Str 16, Dex 14, Con 15, and a +4 bonus to natural armor. The horse is essentially identical, but traded 2 points of Constitution for +4 natural armor.

Building your character

Regardless of class, there are a few points in your character that you need to address in order to by an effective polymorpher.


Your race will matter less when you're no longer human/elf/etc., but your ability score modifiers and size may determine how your abilities look when polymorphed. Halflings and humans are a prime example. Halflings have higher dex, but lower strength. These modifiers don't go away when the Halfling changes size, so a Halfling and human with otherwise identical stats will have slightly different ability scores. This makes Halflings more useful while in dexterity-based forms, and they may want to take Weapon Finesse.


If you are building your character entirely to focus on polymorphing, you can afford to not focus on your spellcasting abilities. Where normally a wizard would need to dump his ability points into intelligence, a Transmuter needs to give up some of his intelligence to put points into Strength, Dexterity, and Constitution. Druids who plan to rely on wild shape must do the same, instead sacrificing some of their wisdom.

Because you give up armor and shield bonuses when you polymorph, your AC may not be good enough to protect you. Many polymorph options will give you a bous to natural armor, but this is very unlikely to keep up with a fighter in full plate. As such, you will need to have reasonable dexterity for AC and Constitution for hit points. Strength will most likely be your primary source of damage. Make sure to find a reasonably balance between the physical abilities, and enhance abilities which you find yourself depending on most heavily.



Polymorph options by spell

Alter Self

bard 2, sorcerer/wizard 2

Polymorph into a small or medium humanoid. You can't get natural armor bonuses, but you can get some special senses (most notably darkvision and scent) and a swim speed, and you get a modest ability bonus depending on what size you change to, even if you were that size already.

Only races which provide one of the bonuses allowed by Alter Self are included. There are numerous races which do not grant anything with Alter Self. Lycanthropes are also omitted because they are templates applied to humanoids.

Beast Shape I

sorcerer/wizard 3, 4th-level Wild Shape

Polymorph into any small or medium animal. You can get climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. This means that things with faster or slower climb/fly/swim speeds don't give them to you for some reason, but I think a reasonable DM would allow you to receive fly speeds less than 30 feet. Otherwise, Beast Shape III would let you polymorph into a flightless bat, and most flying animals wouldn't be able to fly. This is the first polymorph spell that lets you polymorph into something useful in a fight.

For your combat needs, Deinonychus is your best bet. Use Cheetah if your DM prohibits dinosaurs. For scouting, use the Dire Rat or Eagle. For swimming, use the Electric Eel or Bull Shark.

Beast Shape II

sorcerer/wizard 4, 6th-level Wild Shape

Now you can get climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip. The addition of grab, pounce, and trip makes previous Beast Shape forms considerably more useful, including Deinonychus and Leopard, which both continue to be decent, but the additional strength and natural armor make larger forms more viable.

For scouting, continue to use Dire Rat or Eagle if you want speed, or switch to Viper or Hawk if you need stealth. For combat, use Dire Tiger: Three primary attacks that do as much damage as a flachion/greatsword, gran, and pounce.

Beast Shape III

sorcerer/wizard 5, 8th-level Wild Shape

Now you can get burrow 30 feet, climb 90 feet, fly 90 feet (good maneuverability), swim 90 feet, blindsense 30 feet, darkvision 60 feet, low-light vision, scent, constrict, ferocity, grab, jet, poison, pounce, rake, trample, trip, and web.

For scouting, your previous options continue to be your best bet. With the addition of Rake, Dire Tiger continues to keep up with your combat options at this level. For charging and murdering single targets, use Allosaurus. For running down mobs, use Mastodon. For area control in combat, use Stegosaurus.

Beast Shape IV

sorcerer/wizard 6

You can now get burrow 60 feet, climb 90 feet, fly 120 feet (good maneuverability), swim 120 feet, blindsense 60 feet, darkvision 90 feet, low-light vision, scent, remorsense 60 feet, breath weapon, constrict, ferocity, grab, jet, poison, pounce, rake, rend, roar, spikes, trample, trip, and web. If the creature has immunity or resistance to any elements, you gain resistance 20 to those elements. If the creature has vulnerability to an element, you gain that vulnerability.

For scouting, your previous options continue to be your best bet. Allosaurus continues to a fantastic combat option, but it has to compete with magical beasts with similar offensive options which can fly.

Elemental Body I

sorcerer/wizard 4, 6th-level Wild Shape

Elementals can speak, so they can perform verbal components. They may also be able to perform somatic components with your DM's permission. All elemental forms get darkvision, and 2 natural slam attacks. At this level, the slams deals 1d4 damage plus strength. Regardless of size, the elemental forms typically have one specific function. Air elementals are scouts, earth elementals are damage dealing tanks, fire elementals are strikers, and water elementals are low-damage tanks.

At this level you need to compare your options to Beast Shape II. For scouting, Air elemental may be a better option than Hawk, and your DM may let you cast spells while polymorphed. None of the combat forms will come anywhere near Dire Tiger unless you're fighting enemies with vulnerability to fire.

Elemental Body II

sorcerer/wizard 5, 8th-level Wild Shape

Now you're medium. Most of the bonuses at this level are flat numerical increases. Your slams increases to 1d6 damage plus strength.

This levels competes with Beast Shape III, which adds Rake to the already formidable Dire Tiger, and introduces the Mastodon for stomping mobs. Being a larger elemental with no additional speed actually makes the Medium Air Elemental a worse scout than the small elemental, and none of the other elementals gain meaningful combat options.

Elemental Body III

sorcerer/wizard 6, 10th-level Wild Shape

Now you're large, which gives you 10 foot reach. This level also brings in bonuses to a second ability score. Slams increase to 1d8 damage plus strength.

At this level your combat options need to compete with Beast Shape IV, which lets you turn into a fucking Chimera. You could be a large fire elmental and set some people on fire, or you can be a chimera and set the whole room fire.

Elemental Body IV

sorcerer/wizard 7, 12th-level Wild Shape

Now you're huge, which gives you 15 foot reach and 2d6 damage on your slams. Even with the improved reach and slam damage, Beast Shape IV is still a better combat option, and Air Elemental stopped being a scout several levels ago, even with the improved fly speed.

Form of the Dragon I

sorcerer/wizard 6

You gain a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, resistance to one element, and vulnerability to another. You also gain one bite (1d8), two claws (1d6), and two wing attacks (1d4). All of the natural attacks are primary, and the breath weapon can only be used once each time you cast the spell. At 6d8 damage, the breath weapon isn't your best combat option.

Keep in mind that your ongoing magic effects remain in place, and you can cast spells as a dragon. Effects like the Copper Dragon's Spider Climb are easily replaced with a spell, and elemental vulnerabilities can be easily overcome with Energy Resistance. With spells available to cover the dragons' weaknesses, they are essentially identical except for their breath weapons. Because the breath weapon will be strictly worse than a fireball at this level, the breath weapon isn't really worth considering, so each dragon is functionally identical.

At this level you must compete with Beast Shape IV, which turns you into a chimera. Beast shape gives you +6 strength, -2 dexterity, +2 constitution, and +6 natural armor. The -2 to dexterity is mostly offset by the natural armor, so the base stat bonuses are better. The Chimera doesn't get reach, but it's large, gets the same number of natural attacks with better damage, and it has a breath weapon that also deals 6d8 damage and can be used every 1d4 rounds. The chimera gives up 10 feet of fly speed, but is otherwise better than a medium dragon in every way.

Form of the Dragon II

sorcerer/wizard 7

This level adds more strength and constitution, more fly speed, DR 5/magic, better natural attack damage, reach on your bite attacks, a new tail slap attack, 2d8 more damage on your breath weapon, and you can use the breath weapon a second time. 8d8 damage slightly beats the average damage of a 10d6 fireball, but at this level you have plenty of other blasting spells available (such as Cone of Cold) which will do more damage than the breath weapons. With the same spells mentioned in Form of the Dragon I, the dragons continue to be largely identical.

Form of the Dragon III

sorcerer/wizard 8

The bonuses to strength, constitution, and natural armor are truly stunning at this level. 120 foot fly speed is fantastic, and you get blindense, 120 foot darkvision, and a frightful presence. Your reach goes up to 10 feet (15 feet with bite), and your natural weapon damage goes up with your size. You gain elemental immunity, and you can use your breath weapon at 12d8 damage every 1d4 rounds. 12d8 is roughly equivalent to 15d6, and you can use the breath weapon every 1d4 rounds for 1 minute per caster level. That's a lot of breath weapon damage.

Giant Form I

sorcerer/wizard 7

At large size you get 10 foot reach, and you get low-light vision as part of the spell. The bonuses to strength, constitution, and natural armor are pretty great, and you can cast spells because you can speak normally and have humanoid hands. If you do use weapons (Eldritch Knights are great for Polymorph), giant form is great.

Because you probably don't have a big scary weapon to wave around, you probably want to use this to change into something with natural weapons that you can rely on. This means that Troll is essentially the only option worth considering, which is fine because Troll is pretty fantastic. The natural weapons still aren't great, but you get Regeneration and Darkvision.

At this level you need to compete with Form of the Dragon II and Elemental Body III. Elemental Body III is terrible, but Form of the Dragon II will give you much better combat options. Still, it's difficult to compete with Regeneration.

Giant Form II

sorcerer/wizard 8

You get slightly better strength and constitution, 2 more natural armor, and a 10 foot bonus to speed. Your size also gives you 15 foot reach. However, since you're not going to be waving a weapon around, you still have the same problems that you did in Giant Form I. None of the available forms have regeneration or natural attacks, which makes them strictly worse than Troll. You can use Giant Form II to be a troll with the better bonuses, but at this level you could also be a Huge Dragon.

Plant Shape I

sorcerer/wizard 5, 8th-level Wild Shape

Literally all of the options are terrible. Beast Shape I is better, and you get it a spell level earlier.

Plant Shape II

sorcerer/wizard 6, 10th-level Wild Shape

Your options at this level are better than Plant Shape I, but have to compete with Dire Tiger and Chimera. Shambling Mound doesn't even come close.

Plant Shape III

sorcerer/wizard 7, 12th-level Wild Shape

The forms aren't any better than Plant Shape II, and now you have to compete with turning into a large dragon.


sorcerer/wizard 5

Functions as Elemental Body I, Beast Shape II, or Alter Self, with the added ability to cast it on other willing targets. Turn your Barbarian into a Dire Tiger for insane charges. Turn your Rogue into a Giant Octopus for 8 tentacle sneak attacks. For polymorphing yourself you have much better options at this level.

Polymorph, Greater

sorcerer/wizard 7

All the benefits of polymorph, but the options list expands to include Beast Shape IV, Elemental Body III, Plant Shape II, and Form of the Dragon I.


sorcerer/wizard 9

Replicate every other polymorph spell, plus you can change shapes as a free action once per turn. Start off as a Dire Tiger, charge into combat, then change into a dragon and wreck some people. If your HP gets low, change into a troll and regenerate for a few turns.

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