Vile Shapes

Vile Shapes

Part of the July 2026 modathon, Vile Shapes is the largest Wild Shape expansion mod ever created for Baldur's Gate 3. Vile Shapes features not one, not two, not five, but FIFTEEN new Wild Shapes, all with fully custom abilities, mechanics, spells, and behaviors.

[b][size=5]Description[/size][/b]
[size=3][color=#D4D4D8]Vile Shapes adds 15 new Wild Shapes to Baldur's Gate 3. They are spread throughout the levels of Druid, including odd levels, and both Moon and non-Moon Druids gain new shapes. Great care has been taken to thoroughly examine the balance of all shapes, aiming for all of them to be viable and no options to be useless or significantly overpowered. [/color][/size]

[size=3][color=#D4D4D8]As the mod’s name may indicate, some of the shapes Druid gains in this mod will be rather… unorthodox. It appears that the tadpole’s corruption has interacted strangely with Druidic magic, allowing access to some more “nature-adjacent” forms than Wild Shape normally allows. Worry not however if you are a player strongly opposed to any unnatural Druid gameplay, as I have purposefully distributed the more unusual forms primarily to the Moon Druid and the more standard nature forms are available to everyone, so if you don’t want to interact with the weirder things you won’t have to if you don’t play a Moon Druid.[/color][/size]

[size=3][color=#D4D4D8]Finally, this description will be updated within a day to go into greater detail on every shape and then soon thereafter there will be media uploaded as well to demonstrate, but until then this shall serve as a cursory overview of what shapes the mod adds and the briefest idea of what their playstyle is.[/color][/size]

[size=3][color=#d4d4d8]Forms listed in [/color][b][color=#6d9eeb]blue[/color][color=#d4d4d8] [/color][/b][color=#d4d4d8]are available only to Moon Druid.[/color][/size]

[size=4]Level 2[/size]
[list]
[][size=3][color=#D4D4D8][b]Combat Frog[/b]: a simple form with a unique shotgun-like spit ability that fires three projectiles that each deal low damage.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 3[/size][/color]
[list]
[][size=3][color=#D4D4D8][b]Intellect Devourer[/b]: a form that can launch blasts of psychic static and even attempt to control the minds of its enemies.[/color][/size][/]
[][size=3][color=#D4D4D8][b]Rat[/b]: a critter form that can Squeak to gain the attention of one particular person.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 4[/size][/color]
[list]
[][size=3][color=#D4D4D8][b]Myconid[/b]: a supportive form that chains clouds of poison between enemies and can heal its party using corpses.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 5[/size][/color]
[list]
[][size=3][color=#D4D4D8][b]Hellsboar[/b]: a devilish boar. It’s a boar that’s on fire. Also, at later Druid levels it gains the ability to self-detonate.[/color][/size][/]
[][size=3][color=#D4D4D8][b]Tree[/b]: tree.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 6[/size][/color]
[list]
[][size=3][b][color=#6d9eeb]Spectator[/color][/b][color=#d4d4d8]: fires eye rays to harm and control.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 7[/size][/color]
[list]
[][size=3][color=#D4D4D8][b]Ogre[/b]: a simple-minded brute with a [i]mean[/i] throwing arm. Great at tumbling through a battlefield, displacing enemies left and right.[/color][/size][/]
[][size=3][b][color=#6d9eeb]Meenlock[/color][/b][color=#d4d4d8]: an ambushing form that can abduct its enemies and isolate them from their allies as it builds up to a devastating attack.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 8[/size][/color]
[list]
[][size=3][color=#D4D4D8][b]Bulette[/b]: a skirmishing form able to spit from afar and burrow out of trouble.[/color][/size][/]
[][size=3][b][color=#6d9eeb]Werewolf[/color][/b][color=#d4d4d8]: falling under 50% hit points sends them into a lycanthropic fury, unlocking all new savage abilities and a significantly enhanced damage output in return for the risk of their low health pool.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 9[/size][/color]
[list]
[][size=3][color=#6d9eeb][b]Flesh Golem[/b][/color][color=#d4d4d8]: a tanky slab of flesh that demands attention and gets more dangerous the more enemies that surround it.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 10[/size][/color]
[list]
[][size=3][color=#D4D4D8][b]Vampire Bat[/b]: a flying critter form capable of a once per short rest draining bite. [/color][/size][/]
[][size=3][b][color=#6d9eeb]Deva[/color][/b][color=#d4d4d8]: a mos[/color][color=#d4d4d8]tly naked glowing angel man who can drop the Sun on your enemies and rescue allies in danger.[/color][/size][/]
[/list]
[color=#D4D4D8][size=4]Level 11[/size][/color]
[list]
[][size=3][color=#6d9eeb][b]Blood Fiend[/b][/color][color=#d4d4d8]: a ferocious and extremely violent form that revels in the entrails of its enemies.[/color][/size][/]
[/list]
Addendum: At the moment, most of these shapes do not have custom icons for their Wild Shape spell/status and are using placeholders, but they will be updated soon (within a week at max) to all have custom icons that blend seamlessly into BG3’s existing Wild Shape icons and style.

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[b][size=5]Full Breakdown of Every Form[/size][/b]

[i][size=4]Brief terminology note[/size][/i]
Throughout this section you will see the terms "[b]Full Action[/b]" and "[b]Standard Action[/b]". These have to do with how an ability is treated by the extra attacks from Wild Strike. "[b]Standard Action[/b]" means that ability essentially counts as one of your Wild Strike "attacks", meaning you can use that ability in place of one of your regular attacks and you'll still be able to follow up with additional attacks as part of Wild Strike. "[b]Full Action[/b]" means that an ability uses your entire Action, and you cannot use any other attacks before or after that ability. 

For example, let's imagine Owlbear gained a new ability called [i]Shriek[/i], and [i]Shriek [/i]was a [b]Standard Action[/b]. In this example, the player has 10 levels of Druid, granting them access to Improved Wild Strike and thus allowing them to attack three times (use [i]Claws[/i]) in a turn. Because [i]Shriek [/i]is a Standard Action, the Owlbear can [i]Shriek [/i]three times in one turn, use [i]Claws [/i]then [i]Shriek [/i]then [i]Claws [/i]again, or any other combination of [i]Shriek [/i]and [i]Claws [/i]for their three attacks in that turn. If [i]Shriek [/i]were a [b]Full Action[/b], the Owlbear would be totally unable to [i]Shriek [/i]if it already attacked even once that turn, and if it used [i]Shriek [/i]first it wouldn't be able to use [i]Claws [/i]that turn (unless it got another Action via Haste or Elixir of Bloodlust, for example).

[b]TL;DR:[/b]
[list]
[][b]Full Action:[/b] Ability takes up entire Action and is incompatible with additional attacks in that Action granted by Wild Strike. Ex: Dilophosaurus' [i]Spit[/i], Owlbear's [i]Rupture[/i].[/]
[][b]Standard Action:[/b] Can be used interchangeably with base attacks for the purposes of Wild Strike. Ex: Owlbear's [i]Claws[/i], Sabre-Toothed Tiger's [i]Jugular Strike[/i].[/]
[/list]
[color=#93c47d][size=4][i]Combat Frog[/i][/size][/color]
[b]Quick start guide: [/b]Jump around to position yourself, then let loose with [i]Strategic Spit[/i]. Focus all three projectiles on one target for maximum damage, or split your targets to spread the [color=#9900ff][b]Poisoned[/b] [/color]status.[b] [/b]Use [i]Reflective Mucus [/i]when you anticipate being shot at in the next round.

[b]Detailed Information:[/b] Combat Frog is acquired as soon as you can Wild Shape, and thus is very simple. It has relatively low health and a decent armor class. It has no specific passives or mechanics, and it only has three abilities. It applies the [color=#9900ff][b]Poisoned[/b] [/color]and [color=#9900ff][b]Traumatised[/b] [/color]statuses.

[b]Abilities[/b]
[list]
[][i]Tactical Tongue[/i] (base attack): [b]Standard Action[/b][b].[/b] Attack roll. Deals moderate Bludgeoning and mild Acid damage. If the enemy fails a Constitution saving throw they receive the [color=#9900ff][b]Traumatised [/b][/color][color=#ffffff]status, which inflicts Disadvantage on their Dexterity saving throws.[/color][/]
[][i]Strategic Spit: [/i][b]Standard Action. [/b]Attack roll. Shoots three projectiles that each do very low damage, but combined are significant. Applies [color=#9900ff][b]Poisoned[/b] [/color]on a failed Constitution save, but each target only needs to save once a turn against Poisoned (so if you shoot a target will all three projectiles, they only have to make one save to determine if they're Poisoned or not, but if you shoot three separate targets they each have to save against Poisoned).[/]
[][i]Reflective Mucus[/i]: [b]Bonus Action. [/b]Applies a status that increases your Armour Class by 2 and reflects the first projectile shot at you back against your attacker, removing the mucus.
[/
]
[/list][color=#93c47d][size=4][i]Intellect Devourer[/i][/size][/color]
[b]Quick start guide: [/b]Blast an enemy with [i]Synaptic Discharge [/i]and then follow up with [i]Enchain Mind[/i]. This strategy is even more effective when you have multiple Druids assuming Intellect Devourer shapes.

[b]Detailed Information:[/b] Intellect Devourer has relatively low health and below average armor class. It revolves primarily around applying the [b][color=#9900ff]Weakened Mind[/color][/b] status effect and then following up with other abilities to [b][color=#9900ff]Stun[/color][/b] the target or inflict [b][color=#9900ff]Mind Controlled[/color][/b].

[b]Abilities[/b]
[list]
[][i]Claws [/i](base attack): [b]Standard Action[/b][b].[/b] Deals low Slashing damage.[/]
[][i]Synaptic Discharge[/i]: [b]Standard Action. 1/turn Cooldown.[/b] Attack roll. Deals moderate Psychic damage, and if the target fails an Intelligence saving throw they are afflicted with [b][color=#9900ff]Weakened Mind[/color] [/b]for 3 turns. Weakened Mind inflicts Disadvantage on Intelligence, Charisma, and Wisdom saving throws.
    ◦  Note: At Druid level 8, [i]Synaptic Discharge[/i] loses the 1/turn Cooldown.[/
]
[][i]Devour Intellect[/i]: [b]Standard Action. 1/turn Cooldown.[/b] INT save, half damage on success. Deals moderate Psychic damage, and if the target's Intelligence is below 4 or it suffers from [b][color=#9900ff]Weakened Mind[/color][/b], it takes additional Psychic damage and is [color=#9900ff][b]Stunned[/b][/color]. If the target's Intelligence is 4 or more, it is reduced by 3. The Intelligence reduction lasts until the end of combat and will stack with any future uses of [i]Devour Intellect[/i].
    ◦  Note: At Druid level 8, [i]Devour Intellect[/i] loses the 1/turn Cooldown.[/
]
[][i]Enchain Mind[/i]: [b]Full [/b][b]Action. 1/turn Cooldown.[/b] INT save. Target must be suffering from [b][color=#9900ff]Weakened Mind[/color][/b]. Inflicts [b][color=#9900ff]Mind Controlled[/color][/b], allowing you to fully control that entity for their next turn. This is true full and direct control, as if the entity temporarily joined your party, not just a temporary allegiance change like Dominate.
    ◦  Note: At Druid level 8, [i]Enchain Mind[/i] becomes a Standard Action (but retains the 1/turn Cooldown).
[/
]
[/list][color=#93c47d][size=4][i]Rat[/i][/size][/color]
[b]Quick start guide: [/b]It's a critter form, so it has little combat utility. Turn into Rat when you want to go all rat mode, or to use [i]Squeak[/i] to [color=#9900ff][b]Enthrall[/b] [/color]a target.

[b]Detailed Information:[/b] Rat is a critter form, which means Wild Shape: Rat is a ritual spell (costs no Wild Shape Charges outside of combat or Turn-Based Mode) and that Rat won't be particularly effective at fighting (though I disagree with the base game's philosophy of making critters literally completely useless at combat, so if you want to kill the final boss as a Rat it's technically still possible). Rat's health still scales by level unlike base game critters, and your base attack damage is low but usable. Rat has relatively low health and low armor class, and it inflicts the [b][color=#9900ff]Infected [/color][/b]and [color=#9900ff][b]Enthralled [/b][/color]conditions.

[b]Abilities[/b]
[list]
[][i]Infectious Bite[/i] (base attack): [b]Standard Action.[/b] Attack roll. Deals low Piercing damage and inflicts[b][color=#9900ff] Infected[/color][/b], which reduces the target's Constitution by 1 (does not stack with itself) and imposes Disadvantage on Constitution saving throws.[/]
[][i]Squeak[/i]: [b]Full Action[/b]. Considered non-harmful, so using it on NPCs will not cause them to become hostile. Inflicts [b][color=#9900ff]Enthralled [/color][/b]for 10 turns, forcing the target to look at you and eliminating their peripheral vision. [/]
[/list]
[size=4][i][color=#93c47d]Myconid[/color][/i][/size]
[b]Quick start guide:[/b] Infest a target with [i]Inoculate[/i], then walk over their corpse once they die, healing nearby teammates and unlocking new abilities. 

[b]Detailed Information:[/b] Myconid is a unique form that offers a lot of support to the team. It revolves around a mechanic called [i]Harvesting[/i], which is performed by walking over a corpse that died while infested by the [b][color=#9900ff]Germinating Spores[/color][/b] inflicted by Inoculate. Harvesting a corpse grants you a strong defensive buff and imbues your melee attacks with a powerful explosive to launch enemies away. You can transfer these bonuses to a teammate instead, and every corpse you Harvest grants you an additional charge so if desired you can spread the buff across your whole party. The Myconid has moderate to below average defensive stats across the board at base, so without the buff you'll probably be playing slightly more conservatively, taking advantage of your ranged attack and powerful damage-over-time effect to whittle enemies down until you can go for the kill.
[list]
[][i]Special Myconid Addendum:[/i] Like a persistent fungus that just won't quit, the Myconid grows more powerful as your Druid level increases to a greater extent than any other form. Take note in the below abilities list of when some abilities improve or even when you receive totally new ones as your level increases.[/]
[/list][b]Abilities[/b]
[list]
[][i]Fungal Fist[/i] (base attack): [b]Standard Action[/b]. Attack roll. Deals moderate Bludgeoning and mild Poison damage.[/]
[][i]Inoculate[/i]: [b]Standard Action. 1/turn Cooldown. [/b]Attack roll. Deals low Poison damage, and if the target fails a Constitution saving throw they are infested by [b][color=#9900ff]Germinating Spores [/color][/b]for 3 turns. If they succeed the saving throw they are still infested for 1 turn. Germinating Spores causes the target to take a small amount of Poison damage that scales with level at the start of their turn, and the first time they are attacked each turn a cloud of spores will burst out of their body, dealing a moderate amount of Poison damage (also scaling with level) and possibly inflicting Germinating Spores to enemies within a 2m radius. [/]
[/list]

Transfer the armor you gain from harvesting their corpse to allies in danger, giving them powerful defensive bonuses and an explosive boost to their offense. 

[IF YOU SEE THIS MOD PAGE RIGHT NOW THE DESCRIPTION IS AN ACTIVE WORK-IN-PROGRESS, THAT'S WHY IT JUST ENDS HERE I AM LITERALLY AT THIS VERY MOMENT WRITING MORE AND SAVING AS I GO]



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[b][size=4]Future Version Plans[/size][/b]
[b]Version 1.01 (Released 09/04/26)[/b]
[list]
[]First bugfix patch! This is mainly to fix some issues that immediately stood out to me and I thought were critical to fix before I moved on with more content for the mod.[/]
[/list][b]Version 1.02[/b]
[list]
[]New ability for Myconid[/]
[]Spectator Eye Stalk Action Point icons fixed[/]
[]All shapes get keyboard shortcuts (like how you can press X to throw, V to shove for example) for their most used abilities[/]
[/list][b]Version 1.03[/b]
[list]
[]The detailed description for each shape will actually be completed by this point ;P[/]
[]All shapes (finally!) get custom icons for their Wild Shape spell/status[/]
[]Tree gets a proper custom portrait[/]
[]Some forms that are in particular need of additional custom icons for their abilities receive them as well (Spectator, for example)\[/]
[]Mod page updated with media to showcase mod content [/]
[]The mod itself gets a name change[/]
[]Release on mod.io[/]
[/list][b]Version 1.04[/b]
[list]
[]New shape added for all Druids at level 12! [i]A hulking mass shifts, emerging from the underbrush...[/i][/]
[/list][b]Near Future Releases (release order not currently set in stone)[/b]
[list]
[]At least one additional critter form. [i]A joyous and peculiar beast, a sight one is sure to remember[/i].[/]
[]Two Moon Druid exclusive forms, one at mid-high level and one at high level. [i]A flap of wing and sting of fang. The sky clouded black with red, burning of fire and blood.[/i][/]
[]Two universal forms, each around low-mid to mid-high level. [i]A surprise most unexpected. So familiar, yet not quite right.[/i][/]
[]Spectator receives a small rework or at least a new ability. [/]
[]A video trailer for the mod will be released.[/]
[/list][b]Distant Future Releases[/b]
[list]
[]There are several more forms I may add, though I don't currently have a strong release time estimate for when this stage of the mod will be reached, and the designs for many of these forms are in their infancy stages so their ultimate inclusion in the mod or not depends on whether I reach a design I'm happy with and thus I don't want to tease anything here that might ultimately end up cut.[/]
[/list]

[size=4][b]Installation instructions[/b][/size]
The mod is just a standard .pak file and does not require any unusual installation procedures past placing it within the proper folder. To do so, download the .zip file, extract it to get the .pak from it, and place that .pak in
[code]C:\Users\[Name]\AppData\Local\Larian Studios\Baldur's Gate 3\Mods[/code]You will notice once it's installed that it doesn't yet have an icon or description in the in-game Mod Manager. This too is something I will rectify in the next coming weeks.

[size=4][b]Compatibility[/b][/size]
Vile Shapes does not override anything whatsoever from the base game, everything included in this mod is a separate addition on top of existing content. This means it should be compatible with nearly any currently existing mod. Please report any incompatibilities you find in the Bugs page.

[b][size=4]Requirements[/size][/b]
No additional mods or requirements are needed.