Lycanthropes are humanoids or giants who can transform themselves into
animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.
Lycanthropy can be spread like a
disease. Sometimes a lycanthrope begins life as a normal humanoid or
giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
A lycanthrope in its humanoid (or
giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including
scent and
low-light vision, and it has a deep empathy for (and
ability to communicate with)
animals of its animal form. An afflicted lycanthrope damaged in
combat may be overwhelmed by
rage, causing it to change to its animal form involuntarily.
A lycanthrope in
animal form fights like the
animal it resembles, although its bite carries the
disease of lycanthropy. It is preternaturally cunning and strong, and possesses
damage reduction that is overcome only by silvered weapons.
Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and
animal forms. A hybrid has hands and can use weapons, but it can also
attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same
damage reduction that its
animal form possesses.
|
Werebear, Human Form
|
Werebear, Bear Form
|
Werebear, Hybrid Form
|
|
Medium Humanoid (Human, Shapechanger) |
Large Humanoid (Human, Shapechanger) |
Large Humanoid (Human, Shapechanger) |
Hit Dice:
|
1d8+1 plus 6d8+30 (62 hp) |
1d8+1 plus 6d8+30 (62 hp) |
1d8+1 plus 6d8+30 (62 hp) |
Initiative:
|
+0 |
+1 |
+1 |
Speed:
|
30 ft. (6 squares) |
40 ft. (8 squares) |
30 ft. (6 squares) |
Armor Class:
|
15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15 |
17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 |
17 (-1 size, +1 Dex, +7 natural) touch 10, flat-footed 16 |
Base Attack/Grapple:
|
+5/+6 |
+5/+18 |
+5/+18 |
Attack:
|
Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1) |
Claw +13 melee (1d8+9) |
Greataxe +11 melee (1d12+13/x3); or claw +13 melee (1d6+9) |
Full Attack:
|
Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1) |
2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4) |
Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/x3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4) |
Space/Reach:
|
5 ft./5 ft. |
10 ft./5 ft. |
10 ft./10 ft. |
Special Attacks:
|
- |
Improved grab, curse of lycanthropy |
Curse of lycanthropy
|
Special Qualities:
|
Alternate form, bear empathy, low-light vision, scent |
Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent |
Saves:
|
Fort +8, Ref +5, Will +4 |
Fort +12, Ref +6, Will +4 |
Fort +12, Ref +6, Will +4 |
Abilities:
|
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 |
Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 |
Skills:
|
Handle Animal +3, Listen +4, Spot +4, Swim +1 |
Handle Animal +3, Listen +4, Spot +4, Swim +13 |
Handle Animal +3, Listen +4, Spot +5, Swim +9 |
Feats:
|
Endurance, Iron WillB, Multiattack, Power Attack, Run, TrackB |
(same as human form) |
(same as human form) |
Environment:
|
Cold forests |
Cold forests |
Cold forests |
Organization:
|
Solitary, pair, family (3-4), or troupe (2-4 plus 1-4 brown bears) |
(same as human form) |
(same as human form) |
Challenge Rating:
|
5 |
5 |
5 |
Treasure:
|
Standard |
Standard |
Standard |
Alignment:
|
Always lawful good |
Always lawful good |
Always lawful good |
Advancement:
|
By character class |
By character class |
By character class |
Level Adjustment:
|
+3 |
+3 |
+3 |
Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace
Werebears fight just as brown bears do in
animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The
werebear's greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.
Alternate Form (Su): A
werebear can assume the form of a brown bear or a bear-humanoid hybrid.
Bear Empathy (Ex): Communicate with bears and
dire bears, and +4 racial bonus on Charisma-based checks against bears and
dire bears.
Curse of Lycanthropy (Su): Any humanoid or
giant hit by a
werebear's bite
attack in
animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Skills: Werebears have a +4 racial bonus on
Swim checks in any bear form.
The
werebear presented here is a 1st-level
human warrior and natural lycanthrope, using the following base
ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
|
Wereboar, Human Form
|
Wereboar, Boar Form
|
Wereboar, Hybrid Form
|
|
Medium Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Hit Dice:
|
1d8+4 plus 3d8+12 (34 hp) |
1d8+4 plus 3d8+12 (34 hp) |
1d8+4 plus 3d8+12 (34 hp) |
Initiative:
|
+0 |
+0 |
+0 |
Speed:
|
20 ft. in scale mail (4 squares); base speed 30 ft. |
40 ft. (8 squares) |
30 ft. (6 squares) |
Armor Class:
|
18 (+2 natural, +4 scale mail, +2 heavy shield) touch 10, flat-footed 18 |
18 (+8 natural) touch 10, flat- footed 18 |
18 (+8 natural) touch 10, flat-footed 18 |
Base Attack/Grapple:
|
+3/+4 |
+3/+6 |
+3/+6 |
Attack:
|
Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1) |
Gore +6 melee (1d8+4) |
Battleaxe +6 melee (1d8+4/x3) or claw +6 melee (1d4+3) |
Full Attack:
|
Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1) |
Gore +6 melee (1d8+4) |
Battleaxe +6 melee (1d8+4/x3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks:
|
- |
Curse of lycanthropy
|
Curse of lycanthropy
|
Special Qualities:
|
Alternate form, boar empathy, ferocity, low-light vision, scent |
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Saves:
|
Fort +6, Ref +3, Will +3 |
Fort +9, Ref +3, Will +3 |
Fort +9, Ref +3, Will +3 |
Abilities:
|
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 |
Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 |
Skills:
|
Handle Animal +3, Intimidate +3, Listen +5, Spot +4 |
Handle Animal +3, Intimidate +3, Listen +5, Spot +4 |
Handle Animal +3, Intimidate +3, Listen +5, Spot +4 |
Feats:
|
Alertness
B, Improved Bull Rush, Iron WillB, Power Attack, Toughness |
(same as human form) |
(same as human form) |
Environment:
|
Temperate forests |
Temperate forests |
Temperate forests |
Organization:
|
Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 boars) |
(same as human form) |
(same as human form) |
Challenge Rating:
|
4 |
4 |
4 |
Treasure:
|
Standard |
Standard |
Standard |
Alignment:
|
Always neutral |
Always neutral |
Always neutral |
Advancement:
|
By character class |
By character class |
By character class |
Level Adjustment:
|
+3 |
+3 |
+3 |
A
wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.
In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore
attack.
Alternate Form (Su): A
wereboar can assume the form of a
boar or a
boar-humanoid hybrid.
Boar Empathy (Ex): Communicate with boars and
dire boars, and +4 racial bonus on Charisma-based checks against boars and
dire boars.
Curse of Lycanthropy (Su): Any humanoid or
giant hit by the
wereboar's gore
attack in
animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex): A
wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
The
wereboar presented here is a 1st-level
human warrior and natural lycanthrope, using the following base
ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
|
Wererat, Human Form
|
Wererat, Dire Rat Form
|
Wererat, Hybrid Form
|
|
Medium Humanoid (Human, Shapechanger) |
Small Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Hit Dice:
|
1d8+1 plus 1d8+2 (12 hp) |
1d8+1 plus 1d8+2 (12 hp) |
1d8+1 plus 1d8+2 (12 hp) |
Initiative:
|
+0 |
+3 |
+3 |
Speed:
|
30 ft. (6 squares) |
40 ft. (8 squares), climb 20 ft. |
30 ft. (6 squares) |
Armor Class:
|
15 (+2 natural, +2 leather, +1 buckler) touch 10, flat-footed 15 |
17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 |
16 (+3 Dex, +3 natural) touch 13, flat-footed 13 |
Base Attack/Grapple:
|
+1/+2 |
+1/-2 |
+1/+2 |
Attack:
|
Rapier +2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20) |
Bite +6 melee (1d4+1 plus disease) |
Rapier +5 melee (1d6+1/18-20) or light crossbow +4 ranged (1d8/19-20) |
Full Attack:
|
Rapier +2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20) |
Bite +6 melee (1d4+1 plus disease) |
Rapier +4 melee (1d6+1/18-20) and bite -1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/19-20) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks:
|
- |
Curse of lycanthropy, disease |
Curse of lycanthropy, disease |
Special Qualities:
|
Alternate form, rat empathy, low-light vision, scent |
Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent |
Saves:
|
Fort +5, Ref +2, Will +4 |
Fort +6, Ref +5, Will +4 |
Fort +6, Ref +5, Will +4 |
Abilities:
|
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 |
Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 |
Skills:
|
Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 |
Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 |
Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9 |
Feats:
|
Alertness, Dodge, Iron WillB, Weapon FinesseB |
(same as human form) |
(same as human form) |
Environment:
|
Any |
Any |
Any |
Organization:
|
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 dire rats) |
(same as human form) |
(same as human form) |
Challenge Rating:
|
2 |
2 |
2 |
Treasure:
|
Standard |
Standard |
Standard |
Alignment:
|
Always lawful evil |
Always lawful evil |
Always lawful evil |
Advancement:
|
By character class |
By character class |
By character class |
Level Adjustment:
|
+3 |
+3 |
+3 |
A
wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.
In
animal form, wererats avoid
combat, preferring to use their
dire rat shape for skulking and spying. In hybrid form, a
wererat fights with a rapier and
light crossbow.
Alternate Form (Su): A
wererat can assume a bipedal hybrid form or the form of a
dire rat.
Curse of Lycanthropy (Su): Any humanoid or
giant hit by a
wererat's bite
attack in
animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days,
damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Rat Empathy (Ex): Communicate with rats and
dire rats, and +4 racial bonus on Charisma-based checks against rats and
dire rats.
Skills: A
wererat in
rat or hybrid form uses its Dexterity modifier for
Climb or
Swim checks. It has a +8 racial bonus on
Climb checks and can always choose to take 10 on a
Climb check, even if rushed or threatened.
Wererats have a +8 racial bonus on
Swim checks from their
dire rat form.
The
wererat presented here is based on a 1st-level
human warrior who is a natural lycanthrope, using the following base
ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
|
Weretiger, Human Form
|
Weretiger, Tiger Form
|
Weretiger, Hybrid Form
|
|
Medium Humanoid (Human, Shapechanger) |
Large Humanoid (Human, Shapechanger) |
Large Humanoid (Human, Shapechanger) |
Hit Dice:
|
1d8+1 plus 6d8+18 (50 hp) |
1d8+1 plus 6d8+18 (50 hp) |
1d8+1 plus 6d8+18 (50 hp) |
Initiative:
|
+4 |
+6 |
+6 |
Speed:
|
20 ft. in breastplate (4 squares); base speed 30 ft. |
40 ft. (8 squares) |
30 ft. (6 squares) |
Armor Class:
|
17 (+2 natural, +5 breastplate) touch 10, flat-footed 17 |
16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 |
16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 |
Base Attack/Grapple:
|
+5/+6 |
+5/+16 |
+5/+16 |
Attack:
|
Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3) |
|
|
|
Claw +11 melee (1d8+7) |
Claw +11 melee (1d8+7) |
|
Full Attack:
|
Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3) |
2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) |
2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) |
Space/Reach:
|
5 ft./5 ft. (10 ft. with glaive) |
10 ft./5 ft. |
10 ft./10 ft. |
Special Attacks:
|
- |
Pounce, improved grab, rake, curse of lycanthropy |
Curse of lycanthropy
|
Special Qualities:
|
Alternate form, tiger empathy, low-light vision, scent |
Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent |
Saves:
|
Fort +8, Ref +5, Will +4 |
Fort +10, Ref +7, Will +4 |
Fort +10, Ref +7, Will +4 |
Abilities:
|
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Skills:
|
Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6 |
Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6 |
Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6 |
Feats:
|
Alertness
B, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron WillB |
(same as human form) |
(same as human form) |
Environment:
|
Warm forests |
Warm forests |
Warm forests |
Organization:
|
Solitary or pair |
(same as human form) |
(same as human form) |
Challenge Rating:
|
5 |
5 |
5 |
Treasure:
|
Standard |
Standard |
Standard |
Alignment:
|
Always neutral |
Always neutral |
Always neutral |
Advancement:
|
By character class |
By character class |
By character class |
Level Adjustment:
|
+3 |
+3 |
+3 |
Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very
agile.
Weretigers can assume a hybrid form as well as an
animal form. In
tiger form, they can
pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.
Alternate Form (Su): A
weretiger can assume a bipedal hybrid form or the form of a
tiger.
Curse of Lycanthropy (Su): Any humanoid or
giant hit by a
weretiger's bite
attack in
animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Tiger Empathy (Ex): Communicate with tigers and
dire tigers, and +4 racial bonus on Charisma-based checks against tigers and
dire tigers.
Skills: In any form, weretigers have a +4 bonus on
Balance,
Hide, and
Move Silently checks. *In areas of tall grass or heavy undergrowth, the
Hide bonus improves to +8 in the
tiger form.
The
weretiger presented here is a 1st-level
human warrior and natural lycanthrope, using the following base
ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
|
Werewolf, Human Form
|
Werewolf, Wolf Form
|
Werewolf, Hybrid Form
|
|
Medium Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Medium Humanoid (Human, Shapechanger) |
Hit Dice:
|
1d8+1 plus 2d8+6 (20 hp) |
1d8+1 plus 2d8+6 (20 hp) |
1d8+1 plus 2d8+6 (20 hp) |
Initiative:
|
+4 |
+6 |
+6 |
Speed:
|
30 ft. (6 squares) |
50 ft. (10 squares) |
30 ft. (6 squares) |
Armor Class:
|
17 (+2 natural, +4 chain shirt, +1 light shield) touch 10, flat-footed 17 |
16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
16 (+2 Dex, +4 natural), touch 12, flat-footed 14 |
Base Attack/Grapple:
|
+2/+3 |
+2/+4 |
+2/+4 |
Attack:
|
Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20) |
Bite +5 melee (1d6+3) |
Claw +4 melee (1d4+2) |
Full Attack:
|
Longsword +3 melee (1d8+1/19-20) or light crossbow +2 ranged (1d8/19-20) |
Bite +5 melee (1d6+3) |
2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks:
|
- |
Curse of lycanthropy, trip |
Curse of lycanthropy
|
Special Qualities:
|
Alternate form, wolf empathy, low-light vision, scent |
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Saves:
|
Fort +6, Ref +3, Will +2 |
Fort +8, Ref +5, Will +2 |
Fort +8 Ref +5, Will +2 |
Abilities:
|
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 |
Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 |
Skills:
|
Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2 |
Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* |
Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* |
Feats:
|
Improved Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus (bite) |
(same as human form) |
(same as human form) |
Environment:
|
Temperate forests |
Temperate forests |
Temperate forests |
Organization:
|
Solitary, pair, pack (6-10), or troupe (2-5 plus 5-8 wolves) |
(same as human form) |
(same as human form) |
Challenge Rating:
|
3 |
3 |
3 |
Treasure:
|
Standard |
Standard |
Standard |
Alignment:
|
Always chaotic evil |
Always chaotic evil |
Always chaotic evil |
Advancement:
|
By character class |
By character class |
By character class |
Level Adjustment:
|
+3 |
+3 |
+3 |
Werewolves in humanoid form have no distinguishing traits.
In
wolf form, a
werewolf can
trip just as a normal
wolf does. A
werewolf in hybrid form usually dispenses with weapon
attacks, though it can wield a weapon and use its bite as a secondary natural attack.
Alternate Form (Su): A
werewolf can assume a bipedal hybrid form or the form of a
wolf.
Curse of Lycanthropy (Su): Any humanoid or
giant hit by a
werewolf's bite
attack in
animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
If the attempt fails, the opponent cannot react to
trip the
werewolf.
Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
The
werewolf presented here is based on a 1st-level
human warrior and natural lycanthrope, using the following base
ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
LYCANTHROPE, WEREWOLF LORD
|
Werewolf Lord, Human Form
|
Werewolf Lord, Dire Wolf Form
|
Werewolf Lord, Hybrid Form
|
|
Medium Humanoid |
Large Humanoid |
Large Humanoid |
|
(Human, Shapechanger) |
(Human, Shapechanger) |
(Human, Shapechanger) |
Hit Dice:
|
10d10+20 plus 6d8+30 (132 hp) |
10d10+20 plus 6d8+30 (132 hp) |
10d10+20 plus 6d8+30 (132 hp) |
Initiative:
|
+2 |
+4 |
+4 |
Speed :
|
30 ft. (6 squares) |
40 ft. (8 squares) |
30 ft. (6 squares) |
Armor Class:
|
26 (+2 Dex, +3 natural, +6 +2 mithral chain shirt, +5 +3 heavy shield) touch 12, flat-footed 24 |
19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 |
19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 |
Base Attack/Grapple:
|
+14/+18 |
+14/+29 |
+14/+27 |
Attack:
|
+2 bastard sword +21 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) (2d8+15/17-20) +17 ranged (1d8+4/x3) |
Bite +25 melee (2d6+16/19-20) |
Claw +24 melee (1d6+11) or +2 bastard sword +27 melee |
Full Attack:
|
+2 bastard sword +21/+16/+11 melee (1d10+8/17-20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7ranged (1d8+4/x3) |
Bite +25 melee (2d6+16/19-20) |
2 claws +24 melee (1d6+11) and bite +20 melee (2d6+5/19-20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17-20) and bite +20 melee (2d6+5/19-20) |
Space/Reach:
|
5 ft./5 ft. |
10 ft./5 ft. |
10 ft./10 ft. |
Special Attacks:
|
- |
Curse of lycanthropy, trip |
Curse of lycanthropy
|
Special Qualities:
|
Alternate form, wolf empathy, low-light vision, scent |
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent |
Saves:
|
Fort +16, Ref +12, Will +13 |
Fort +17, Ref +12, Will +11 |
Fort +17, Ref +12, Will +11 |
Abilities:
|
Str 18, Dex 14, Con 14 Int 10, Wis 12, Cha 12 |
Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12 |
Str 32, Dex 18, Con 20 Int 10, Wis 12, Cha 12 |
Skills:
|
Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5 |
Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5* |
Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5* |
Feats:
|
Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron WillB, Power Attack, Run, Stealthy, TrackB, Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword) |
(same as human form) |
(same as human form) |
Environment:
|
Temperate forests |
Temperate forests |
Temperate forests |
Organization:
|
Solitary, pair, or pack (1-2 werewolf lords plus 2-4 werewolves plus 5-8 wolves) |
(same as human form) |
(same as human form) |
Challenge Rating:
|
14 |
14 |
14 |
Treasure:
|
Standard |
Standard |
Standard |
Alignment:
|
Always chaotic evil |
Always chaotic evil |
Always chaotic evil |
Advancement:
|
By character class |
By character class |
By character class |
Level Adjustment:
|
+3 |
+3 |
+3 |
Stronger, hardier, and more deadly than its lesser fellows, the
werewolf lord is a murderous beast that delights in wreaking havoc.
The
werewolf lord presented here is a 10th-level
human fighter and natural lycanthrope, using the following base
ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
Werewolf lords can assume a hybrid form as well as an
animal form. In
dire wolf form, they can
trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su): A
werewolf lord can assume a bipedal hybrid form or the form of a
dire wolf.
Curse of Lycanthropy (Su): Any humanoid or
giant hit by a
werewolf lord's bite
attack in
wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Possessions: +2 mithral chain shirt, +3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak of resistance +2, masterwork composite longbow (+4 Str bonus)
.
|
Hill Giant Dire Wereboar Giant Form
|
Hill Giant Dire Wereboar Dire Boar Form
|
Hill Giant Dire Wereboar Hybrid Boar Form
|
|
Large Giant (Shapechanger) |
Large Giant (Shapechanger) |
Large Giant (Shapechanger) |
Hit Dice:
|
12d8+51 plus 7d8+49 (185 hp) |
12d8+51 plus 7d8+49 (185 hp) |
12d8+51 plus 7d8+49 (185 hp) |
Initiative:
|
-1 |
-1 |
-1 |
Speed:
|
30 ft. in hide armor (6 squares); base speed 40 ft. |
40 ft. (8 squares) |
40 ft. (8 squares) |
Armor Class:
|
22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22 |
16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16 |
19 (-1 size, -1 Dex, +11 natural), touch 8, flat-footed 19 |
Base Attack/Grapple:
|
+14/+25 |
+14/+33 |
+14/+33 |
Attack:
|
Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7) |
Gore +28 melee (1d8+22) |
Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15) |
Full Attack:
|
Greatclub +21/+16 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7) |
Gore +28 melee (1d8+22) |
Greatclub +29 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7) |
Space/Reach:
|
10 ft./10 ft. |
10 ft./5 ft. |
10 ft./10 ft. |
Special Attacks:
|
Rock throwing |
Curse of lycanthropy
|
Curse of lycanthropy
|
Special Qualities:
|
Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent |
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Saves:
|
Fort +17, Ref +8, Will +12 |
Fort +20, Ref +8, Will +12 |
Fort +20, Ref +8, Will +12 |
Abilities:
|
Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7 |
Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 |
Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 |
Skills:
|
Climb +10, Jump +10, Listen +10, Spot +12 |
Climb +18, Jump +22, Listen +10, Spot +12 |
Climb +18, Jump +22, Listen 10, Spot +12 |
Feats:
|
Alertness
B, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron WillB, Power Attack, Weapon Focus (greatclub) |
(same as giant form) |
(same as giant form) |
Environment:
|
Temperate hills |
Temperate hills |
Temperate hills |
Organization:
|
Solitary, pair, brood (3-4), or troupe (2-4 plus 1-4 dire boars) |
(same as giant form) |
(same as giant form) |
Challenge Rating:
|
11 |
11 |
11 |
Treasure:
|
Standard |
Standard |
Standard |
Alignment:
|
Always neutral |
Always neutral |
Always neutral |
Advancement:
|
By character class |
By character class |
By character class |
Level Adjustment:
|
+7 |
+7 |
+7 |
Dire wereboars in
giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff. The dire
wereboar described here is based on a hill
giant and natural lycanthrope with normal
ability scores for a hill
giant.
Dire wereboars anger quickly. They usually begin a battle in
giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their
Improved Bull Rush and
Improved Sunder feats to shove opponents around and smash their weapons and shields.
Alternate Form (Su): A dire
wereboar can assume a bipedal hybrid form or the form of a
dire boar.
Boar Empathy (Ex): Communicate with boars and
dire boars, and +4 racial bonus on Charisma-based checks against boars and
dire boars.
Curse of Lycanthropy (Su): Any humanoid or
giant hit by a dire
wereboar's bite
attack in
animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex): A dire
wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
"Lycanthrope" is a
template that can be added to any humanoid or
giant (referred to hereafter as the base creature). The lycanthrope
template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a lycanthrope is very much like multiclassing as an
animal and gaining the appropriate Hit
Dice.
Size and Type: The base creature's type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the
animal type (referred to hereafter as the base
animal).
This
animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature's size (Small, Medium, or Large for a Medium base creature). Lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base
animal. A lycanthrope's hybrid form is the same size as the base
animal or the base creature, whichever is larger.
A lycanthrope uses either the base creature's or the base
animal's statistics and
special abilities in addition to those described here.
Hit Dice and Hit Points: Same as the base creature plus those of the base
animal. To calculate total
hit points, apply Constitution modifiers according to the score the lycanthrope has in each form.
Speed: Same as the base creature or base
animal, depending on which form the lycanthrope is using. Hybrids use the base creature's
speed.
Armor Class: The base creature's natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope's natural armor bonus is equal to the natural armor bonus of the base
animal or the base creature, whichever is better.
Attacks: Same as the base creature or base
animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form gains two claw
attacks and a bite attack as natural weapons.
These weapons deal
damage based on the hybrid form's size. A hybrid may
attack with a weapon and a bite, or may
attack with its natural weapons. The bite
attack of a hybrid is a secondary
attack.
Hybrid Size
|
Claw
|
Bite
|
Small |
1d3
|
1d4
|
Medium |
1d4
|
1d6
|
Large |
1d6
|
1d8
|
Huge |
2d4
|
2d6
|
Damage: Same as the base creature or base
animal, depending on which form the lycanthrope is in.
Special Attacks: A lycanthrope retains the
special attacks of the base creature or base
animal, depending on which form it is using, and also gains the
special attacks described below.
A lycanthrope's hybrid form does not gain any
special attacks of the base
animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in
animal form, or spells with verbal components while in hybrid form.
Curse of Lycanthropy (Su):
Any humanoid or
giant hit by a natural lycanthrope's bite
attack in
animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim's size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the
curse of lycanthropy.
Special Qualities: A lycanthrope retains all the
special qualities of the base creature and the base
animal, and also gains those described below.
Alternate Form (Su):
A lycanthrope can shift into
animal form as though using the
polymorph spell on itself, though its gear is not affected, it does not regain
hit points for
changing form, and only the specific
animal form indicated for the lycanthrope can be assumed. It does not assume
the ability scores of the
animal, but instead adds the
animal's physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.
A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their
animal form, however.
Lycanthropic Empathy (Ex):
In any form, lycanthropes can communicate and empathize with normal or
dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "
attack."
Scent (Ex):
A lycanthrope has the
scent ability in any form.
Abilities: All lycanthropes gain +2 to Wisdom. In addition, when in
animal form, a lycanthrope's physical
ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the
animal's normal
ability scores -10 or -11. A lycanthrope in hybrid form modifies its physical
ability scores by the same amount.
In addition, a lycanthrope may also gain an additional
ability score increase by
virtue of its extra Hit
Dice.
Skills: A lycanthrope gains
skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its
animal form, as if it had multiclassed into the
animal type. (
Animal is never its first Hit Die, though, and it does not gain quadruple
skill points for any
animal Hit Die.) Any
skill given in the
animal's description is a class
skill for the lycanthrope's
animal levels. In any form, a lycanthrope also has any racial
skill bonuses of the base creature and of the base
animal, although conditional
skill bonuses only apply in the associated form.
Feats: Add the base
animal's
feats to the base creature's. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the
feat description. This process may give the lycanthrope more
feats than a character of its total Hit
Dice would normally be entitled to; if this occurs, any "extra"
feats are denoted as bonus
feats.
It's possible that a lycanthrope cannot meet the
prerequisites for all its
feats when in humanoid form. If this occurs, the lycanthrope still has the
feats, but cannot use them when in humanoid form. A lycanthrope receives
Iron Will as a bonus feat.
Environment: Same as either the base creature or base
animal.
Organization: Solitary or pair, sometimes family (3-4), pack (6-10), or troupe (family plus related
animals)
Challenge Rating: By class level or base creature, modified according to the HD of the base
animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
Alignment: Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these
animals are perceived, not any innate quality of the animal itself, so the
alignment of the animal form can be arbitrarily assigned.
Advancement: By character class.
Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). In addition, a lycanthrope's character level is increased by the number of racial Hit
Dice the base
animal has.
LYCANTHROPY AS AN AFFLICTION
When a character contracts lycanthropy through a lycanthrope's bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes
animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in
animal form, assuming the appropriate
alignment, until the next dawn.
The character's actions during this first episode are dictated by the
alignment of its
animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic
condition.
Thereafter, the character is subject to involuntary
transformation under the full moon and whenever damaged in
combat. He or she feels an overwhelming
rage building up and must succeed on a Control Shape check (see below) to resist changing into
animal form. Any player character not yet aware of his or her lycanthropic
condition temporarily becomes an NPC during an involuntary change, and acts according to the
alignment of his or her
animal form.
A character with awareness of his
condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his
animal form, he must make a Will save (DC 15 + number of times he has been in
animal form) or permanently assume the
alignment of his
animal form in all shapes.
Once a character becomes aware of his affliction, he can now voluntarily attempt to change to
animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a
standard action and can be made each round. Any voluntary change to
animal or hybrid form immediately and permanently changes the character's
alignment to that of the appropriate lycanthrope.
Changing form is a
standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to
animal or hybrid form ruins the character's armor and
clothing (including any items worn) if the new form is larger than the character's natural form; carried items are simply dropped. Characters can hastily doff
clothing while changing, but not armor.
Magic armor survives the change if it succeeds on a DC 15 Fortitude save. An afflicted character who is not aware of his
condition remains in
animal form until the next dawn. An afflicted character who is aware of his or her
condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in
animal (or hybrid) form until the following dawn.
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope's
attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character's save bonus or the healer's
Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength
damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength
damage.
A
remove disease or
heal spell cast by a
cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope's
attack.
The only other way to remove the affliction is to cast
remove curse or
break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
LYCANTHROPES AS CHARACTERS
Becoming a lycanthrope does not change a character's
favored class but usually changes
alignment (see above). This
alignment change may cause characters of certain classes to lose some of their class features.
Lycanthrope characters possess the following racial traits.
-Size same as the base creature or the base
animal form.
-Racial
Skills: A lycanthrope adds skill points for its
animal Hit
Dice much as if it had multiclassed into the
animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the
animal form. Any
skills that appear in the
animal's description are treated as class
skills for the lycanthrope's
animal levels. The lycanthrope's maximum skill ranks are equal to its
animal form Hit
Dice + its racial Hit
Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope's base race and its
animal form (but not conditional adjustments) are added to its skill modifiers in any form.
-Racial
Feats: Add the
animal's Hit
Dice to the base character's own Hit
Dice to determine how many
feats the character has. All lycanthropes gain
Iron Will as a bonus feat.
- +2 natural armor bonus in any form.
-Automatic Languages: As base creature.
Any character who has contracted lycanthropy and is aware of his
condition can learn Control Shape as a class
skill. (An afflicted lycanthrope not yet aware of his
condition can attempt Control Shape checks untrained.) This
skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this
skill, since it has full control over its shape.
Check (Involuntary Change): An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming
animal form. An injured character must also check for an involuntary change after accumulating enough
damage to reduce his
hit points by one-quarter and again after each additional one-quarter lost.
Involuntary Change
|
Control Shape DC
|
Resist involuntary change |
25
|
On a failed check, the character must remain in
animal form until the next dawn, when he automatically returns to his base form. A character aware of his
condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in
animal form until the next dawn.
Retry (Involuntary Change): Check to resist an involuntary change once each time a triggering event occurs.
Check (Voluntary Change): In addition, an afflicted lycanthrope aware of his
condition may attempt to use this
skill voluntarily in order to change to
animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.
Involuntary Change
|
Control Shape DC
|
Return to humanoid form (full moon*) |
25
|
Return to humanoid form (not full moon) |
20
|
Assume hybrid form |
15
|
Voluntary change to animal form (full moon) |
15
|
Voluntary change to animal form (not full moon) |
20
|
* For game purposes, the full moon lasts three days every month. |
Retry (Voluntary Change): A character can retry voluntary changes to
animal form or hybrid form as often as he likes. Each attempt is a
standard action. However, on a failed check to return to humanoid form, the character must remain in
animal or hybrid form until the next dawn, when he automatically returns to humanoid form.
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