Special Conversion Thread: Lycanthropes and their ilk

Cleon

Legend
Loup du Noir Working Draft

Loup du Noir (Template)
The stranger before you could be a hunter or bandit going by their weapons and raiment. They're wearing a cloak make from the skin of a giant wolf, with the forepaws and head still attached.

Creating a Loup du Noir
"Loup du noir" is a variant of the lycanthrope template that can be added to any humanoid of Medium or Large size (referred to hereafter as the base creature). All loup do noirs are natural lycanthropes with loup du noir as an inherited template. Becoming a loup du noir is very much like multiclassing as an animal and gaining the appropriate Hit Dice.

Loup du noir can breed with humanoids, other loup du noir, or with wolves (including dire wolves, worgs and the like). If a loup du noir mates with a compatible humanoid it produces another loup du noir, if it mates with a wolf it produces a wolfwere.

Size and Type
The base creature's type does not change, but the creature gains the shapechanger subtype. A loup du noir takes on the characteristics of a dire wolf.

A loup du noir is Large sized when in its dire wolf form.

A loup du noir uses either the base creature’s or a dire wolf’s statistics and special abilities in addition to those described here.

If the base creature has a swim speed, a loup du noir transforms into a "seawolf" form instead of a dire wolf. This "loup du mer" form resembles a large wolf-headed seal with legs. It has the same statistics as the dire wolf form, except for the changes noted below.

Hit Dice and Hit Points
Same as the base creature plus those of a dire wolf (typically 6d8 hit dice). To calculate total hit points, apply Constitution modifiers according to the score the loup du noir has in each form.

Speed
Same as the base creature or dire wolf, depending on which form the loup du noir is using.

If the base creature has a swim speed, the loup du noir's dire wolf form gains a 40 ft. swim speed.

Armor Class
The loup do noir's natural armor bonus increases by +2 in both its forms. In dire wolf form it gains a +2 deflection bonus to its armor class from its Magic Wolfskin (see special qualities, below).

Base Attack/Grapple
Add the dire wolf's base attack bonus (typically +4) to the base attack bonus of the base creature. The loup du noir’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the loup du noir's form.

Attacks
Same as the base creature or a dire wolf, depending on which form the loup du noir is using.

Damage
Same as the base creature or a dire wolf, depending on which form the lycanthrope is in. The dire wolf's bite damage is increases one step due to the loup du noir's Improved Natural Attack feat.

Special Attacks
A loup du noir uses the special attacks of the base creature or a dire wolf, depending on which form it is in. It gains the following special attacks when in dire wolf form.

Curse of Lycanthropy (Su): Any humanoid or giant hit by the bite attack of a loup du noir in animal form must succeed on a DC 15 Fortitude save or contract lycanthropy. The victim becomes a standard werewolf, not a loup du noir.

Improved Grab (Ex): A loup du noir in dire wolf form that hits an opponent its own size or smaller with its bite attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its Seize Throat special attack.

Seize Throat and Chew (Ex): A loup du noir in dire wolf form that grapples an opponent with its bite attack can automatically chew its opponent, doing its bite damage every round it maintains the grapple. Because it seizes victims by the neck, a creature in a loup du noir's grasp cannot speak or cast spells with verbal components.

Trip (Ex): A loup du noir in dire wolf form that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the loup du noir.

Special Qualities
A loup du noir retains all the special qualities of the base creature and also gains those described below.

Alternate Form (Su): A loup du noir can assume the form of a dire wolf by donning its Magic Wolfskin (described below), and return to the form of the base creature by doffing the Wolfskin. Changing to or from dire wolf form is a standard action.

A slain loup du noir reverts to its base creature form, although it remains dead. Severed body parts retain their animal form, however.

Damage Reduction (Ex): A loup du noir has damage reduction 10/good or silver when in dire wolf form.

Darkvision: A loup du noir gains darkvision with a 60 ft. range when in dire wolf form.

Hold Breath (Ex): If the base creature has a swim speed, a loup du noir become a "loup du mer" or "seawolf" rather than a normal dire wolf. A loup du mer in seawolf form can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Low-Light Vision: A loup du noir has low-light vision.

Magic Wolfskin: All loups du noir possess an enchanted wolfskin which allows them to assume wolf form (see Alternate Form, above). While in wolf form, the wolfskin grants the loup du noir darkvision 60 ft, the scent ability, damage reduction 10/good or silver, immunity to charms and compulsions, and a +4 resistance bonus on saves vs mind-affecting affects.

If a loup du noir loses its magic wolfskin, it cannot take wolf form until it replaces the wolfskin. This requires the ritual killing of a canine of at least Large size in single combat, followed by skinning the victim. Alternately, the skinless loup du noir can murder another loup du noir and steal their wolfskin.

If a loup do noir dies, a humanoid in possession of its magic wolfskin can become a loup du noir by performing a profane ceremony with the skin. This requires a successful DC 20 check against Handle Animal, Knowledge (arcana), Survival, or Use Magic Device.

Scent: In dire wolf form, a loup du noir has the scent ability and a +4 racial bonus on Survival checks when tracking by scent.

Wolf Empathy (Ex): In any form, loup du noirs can communicate and empathize with normal or dire wolves. 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."

Base Save Bonuses
Add the base save bonuses of the base creature to a dire wolf's base saves (typically Fort +5, Ref +5, Will +5).

Abilities
A loup du noir gains +2 to Wisdom. When in dire wolf form its physical ability scores improve as follows: Str +14, Dex +4, Con +6.

Skills
A loup du noir 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 (a typical dire wolf has 6 hit dice). Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die. The class skills of its Animal levels are Hide, Listen, Move Silently, Spot, and Survival. A loup du noir retains any racial skill bonuses of the base creature and gains a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. A loup du noir in dire wolf form also has a +4 racial bonus on Survival checks when tracking by scent.

Feats
Add a dire wolf's Alertness, Run and Weapon Focus (bite) feats to the base creature’s feats. If this results in a loup du noir 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.

A loup du noir receives Iron Will, Track, and Improved Natural Attack (bite) as bonus feats.

Environment:
Cold forest or plains.

Organization
Solitary, pair, family (3-6 plus 0-2 wolfweres), or pack (3-6 plus 5-8 dire wolves and 0-3 wolfweres).

Challenge Rating
By class level or base creature, +4.

Treasure
A loup du noir has standard treasure.

Alignment
Always chaotic evil.

Advancement
By character class.

Level Adjustment
Same as the base creature +3. In addition, a dire lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.

Sample Loup du Noir
The following creatures uses the loup du noir template.

Loup du Noir

Loup du Noir, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 natural, +4 chain shirt), touch 10, flat-footed 16
Base Attack/Grapple: +5/+6
Attack: Greataxe +7 melee (1d12+1/×3); or heavy crossbow +5 ranged (1d10/19-20)
Full Attack: Greataxe +7 melee (1d12+1/×3); or heavy crossbow +5 ranged (1d10/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, low-light vision, wolf empathy
Saves: Fort +8, Ref +5, Will +7
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3*, Hide +2, Intimidate +3*, Listen +7, Move Silently +3**, Spot +7, Survival +3
** includes -2 armor check penalty
Feats: Alertness (B), Iron Will (B), Run, Track (B), Improved Natural Attack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Loup du Noir, Dire Wolf Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+17
Attack: Bite +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, seize throat and chew, trip
Special Qualities: Alternate form, damage reduction 10/good or silver, darkvision 60 ft., low-light vision, wolf empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 27, Dex 15, Con 18, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3*, Hide +0, Intimidate +3*, Listen +7, Move Silently +7, Spot +7, Survival +3
Feats: Alertness (B), Iron Will (B), Run, Track (B), Improved Natural Attack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

The loup du noir presented here is based on a 1st-level Human warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

COMBAT
In dire wolf form, a loup du noir can trip just as a normal dire wolf does.

Alternate Form (Su): A loup du noir can assume the form of a dire wolf by donning its Magic Wolfskin (described below), and return to the form of the base creature by doffing the Wolfskin. Changing to or from dire wolf form is a standard action.

A slain loup du noir reverts to its base creature form, although it remains dead. Severed body parts retain their animal form, however.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a loup du noir's bite attack in animal form must succeed on a DC 15 Fortitude save or contract lycanthropy. The victim becomes a standard werewolf, not a loup du noir.

Improved Grab (Ex): A loup du noir in wolf form that hits an opponent its own size or smaller with its bite attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its Seize Throat special attack.

Magic Wolfskin: All loups du noir possess an enchanted wolfskin which allows them to assume wolf form (see Alternate Form, above). While in wolf form, the wolfskin grants the loup du noir darkvision 60 ft, the scent ability, damage reduction 10/good or silver, immunity to charms and compulsions, and a +4 resistance bonus on saves vs mind-affecting affects.

If a loup du noir loses its magic wolfskin, it cannot take wolf form until it replaces the wolfskin. This requires the ritual killing of a canine of at least Large size in single combat, followed by skinning the victim. Alternately, the skinless loup du noir can murder another loup du noir and steal their wolfskin.

If a loup do noir dies, a humanoid in possession of its magic wolfskin can become a loup du noir by performing a profane ceremony with the skin. This requires a successful DC 20 check against Handle Animal, Knowledge (arcana), Survival, or Use Magic Device.

Seize Throat and Chew (Ex): A loup du noir in wolf form that grapples an opponent with its bite attack can automatically chew its opponent for 2d6+12 points of damage every round it maintains the grapple. Because it seizes victims by the neck, a creature in a loup du noir’s grasp cannot speak or cast spells with verbal components.

Trip (Ex): A loup du noir in dire wolf form that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the loup du noir.

Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills: A loup du noir has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*A loup du noir in wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Loup du Noir Hunter
Human, 5th-level Ranger

Loup du Noir Hunter, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 5d8+10 plus 6d8+30 (89 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 natural, +1 Dex, +4 chain shirt), touch 11, flat-footed 16
Base Attack/Grapple: +9/+12
Attack: +1 battleaxe +14 melee (1d8+5/19-20×3); or masterwork handaxe +13 melee (1d6+3/×3); or masterwork composite longbow [+3 Str] +11 ranged (1d8+3/×3)
Full Attack: +1 battleaxe +14/+9 melee (1d8+4/19-20×3); or +1 battleaxe +12/+7 melee (1d8+4/19-20×3) and masterwork handaxe +11 melee (1d6+1/×3); or masterwork composite longbow [+3 Str] +11/+6 ranged (1d8+3/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combat style (two-weapon combat), favored enemy humans (+4), favored enemy animals (+2), spells
Special Qualities: Alternate form, animal companion, low-light vision, magic wolfskin, wolf empathy, wild empathy
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 16, Dex 13, Con 14, Int 8, Wis 14, Cha 10
Skills: Handle Animal +6* (+10 with wolf empathy), Hide +9**, Listen +14, Move Silently +9**, Spot +14, Survival +10
** includes -2 armor check penalty
Feats: Alertness, Endurance (B), Iron Will (B), Improved Critical (battleaxe), Improved Natural Attack (bite)(B), Run, Track (B), Two-Weapon Fighting (B), Weapon Focus (bite)(B), Weapon Focus (battleaxe)
Environment: Cold forest or plains
Organization: Solitary, pair, family (3-6 plus 0-2 wolfweres), or pack (3-6 plus 5-8 dire wolves and 0-3 wolfweres)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Loup du Noir Hunter, Dire Wolf Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 5d8+10 plus 6d8+30 (89 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +9/+23
Attack: Bite +19 melee (2d6+15)
Full Attack: Bite +19 melee (2d6+15)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, favored enemy humans (+4), favored enemy animals (+2), improved grab, seize throat and chew, spells, trip
Special Qualities: Alternate form, animal companion, damage reduction 10/good or silver, darkvision 60 ft., low-light vision, magic wolfskin, scent, wild empathy, wolf empathy
Saves: Fort +14, Ref +12, Will +7
Abilities: Str 30, Dex 17, Con 20, Int 8, Wis 14, Cha 10
Skills: Handle Animal +6* (+10 with wolf empathy), Hide +9, Listen +14, Move Silently +13, Spot +14, Survival +10* (+14 tracking by scent)
Feats: Alertness, Endurance (B), Iron Will (B), Improved Critical (battleaxe), Improved Natural Attack (bite)(B), Run, Track (B), Two-Weapon Fighting (B), Weapon Focus (bite)(B), Weapon Focus (battleaxe)
Environment: Cold forest or plains
Organization: Solitary, pair, family (3-6 plus 0-2 wolfweres), or pack (3-6 plus 5-8 dire wolves and 0-3 wolfweres)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

The loup du noir presented here is based on a 5th-level Human ranger, using the following base ability scores: Str 16, Dex 13, Con 14, Int 8, Wis 12, Cha 10.

COMBAT
In dire wolf form, a loup du noir can trip just as a normal dire wolf does.

Alternate Form (Su): A loup du noir can assume the form of a dire wolf by donning its Magic Wolfskin (described below), and return to the form of the base creature by doffing the Wolfskin. Changing to or from dire wolf form is a standard action.

A slain loup du noir reverts to its base creature form, although it remains dead. Severed body parts retain their animal form, however.

Animal Companion (Ex): The loup du noir ranger has selected a wolf as its companion.

Combat Style (Ex): The loup du noir ranger has selected two-weapon combat as its combat style.

Curse of Lycanthropy (Su): Any humanoid or giant hit by the bite attack of a loup du noir in wolf form must succeed on a DC 15 Fortitude save or contract lycanthropy. The victim becomes a standard werewolf, not a loup du noir.

Improved Grab (Ex): A loup du noir in dire wolf form that hits an opponent its own size or smaller with its bite attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its Seize Throat special attack.

Magic Wolfskin: All loups du noir possess an enchanted wolfskin which allows them to assume wolf form (see Alternate Form, above). While in wolf form, the wolfskin grants the loup du noir darkvision 60 ft, the scent ability, damage reduction 10/good or silver, immunity to charms and compulsions, and a +4 resistance bonus on saves vs mind-affecting affects.

If a loup du noir loses its magic wolfskin, it cannot take wolf form until it replaces the wolfskin. This requires the ritual killing of a canine of at least Large size in single combat, followed by skinning the victim. Alternately, the skinless loup du noir can murder another loup du noir and steal their wolfskin.

If a loup do noir dies, a humanoid in possession of its magic wolfskin can become a loup du noir by performing a profane ceremony with the skin. This requires a successful DC 20 check against Handle Animal, Knowledge (arcana), Survival, or Use Magic Device.

Seize Throat and Chew (Ex): A loup du noir in dire wolf form that grapples an opponent with its bite attack can automatically chew its opponent, doing its bite damage every round it maintains the grapple. Because it seizes victims by the neck, a creature in a loup du noir's grasp cannot speak or cast spells with verbal components.

Spells: The loup du noir ranger's spells have caster level 2.

Typical Ranger Spells Prepared
(1; save DC 12 + spell level)
1stlongstrider.

Trip (Ex): A loup du noir in dire wolf form that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the loup du noir.

Wild Empathy (Ex): The loup du noir ranger rolls 1d20+9 on wild empathy checks against wolves and dire wolves and 1d20+5 on wild empathy checks against other animals.

Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills: A loup du noir has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*A loup du noir in wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Loup du Mer Locathah

Loup du Mer, Locathah Form
Medium Humanoid (Aquatic, Shapechanger)
Hit Dice: 2d8 plus 6d8+18 (54 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Longspear +6 melee (1d8/×3); or light crossbow +6 ranged (1d8/19-20)
Full Attack: Longspear +6 melee (1d8/×3); or light crossbow +6 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, wolf empathy, low-light vision
Saves: Fort +8, Ref +6, Will +9
Abilities: Str 10, Dex 12, Con 10, Int 13, Wis 15, Cha 11
Skills: Craft (trapmaking) +6, Hide +11, Listen +12, Move Silently +9, Spot +12, Survival +6, Swim +8
Feats: Alertness (B), Iron Will (B), Run, Track (B), Improved Natural Attack (bite)(B), Weapon Focus (bite), Weapon Focus (longspear)
Environment: Warm aquatic
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Loup du Mer, Seawolf Form
Large Humanoid (Aquatic, Shapechanger)
Hit Dice: 2d8 plus 6d8+18 (54 hp)
Initiative: +3
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+16
Attack: Bite +12 melee (2d6+10)
Full Attack: Bite +12 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, seize throat and chew, trip
Special Qualities: Alternate form, damage reduction 10/good or silver, darkvision 60 ft., hold breath, low-light vision, wolf empathy, scent
Saves: Fort +11, Ref +8, Will +9
Abilities: Str 24, Dex 16, Con 16, Int 13, Wis 15, Cha 11
Skills: Craft (trapmaking) +6, Hide +9, Listen +12, Move Silently +11, Spot +12, Survival +6 (+10 tracking by scent), Swim +15
Feats: Alertness (B), Iron Will (B), Run, Track (B), Improved Natural Attack (bite)(B), Weapon Focus (bite), Weapon Focus (longspear)
Environment: Warm aquatic
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

This loup du mer uses a locathah as the base creature.

COMBAT
In seawolf form, a loup du mer can trip just as a normal dire wolf does.

Alternate Form (Su): A loup du mer can assume the form of a seawolf by donning its Magic Wolfskin (described below), and return to the form of the base creature by doffing the Wolfskin. Changing to or from seawolf form is a standard action.

A slain loup du mer reverts to its base creature form, although it remains dead. Severed body parts retain their animal form, however.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a loup du noir's bite attack in animal form must succeed on a DC 15 Fortitude save or contract lycanthropy. The victim becomes a standard werewolf, not a loup du noir.

Hold Breath (Ex): A loup du mer in seawolf form can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Improved Grab (Ex): A loup du noir in wolf form that hits an opponent its own size or smaller with its bite attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can use its Seize Throat special attack.

Seize Throat and Chew (Ex): A loup du noir in wolf form that grapples an opponent with its bite attack can automatically chew its opponent for 2d6+10 points of damage every round it maintains the grapple. Because it seizes victims by the neck, a creature in a loup du noir's grasp cannot speak or cast spells with verbal components.

Trip (Ex): A loup du noir in dire wolf form that hits with a bite attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the loup du noir.

Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills: A loup du mer has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. A locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A loup du mer in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dark of the Moon (1993).
 
Last edited:

log in or register to remove this ad

freyar

Extradimensional Explorer
It should be human, right? Or am I getting that confused with something else?

First off, do we want to tweak ability scores at all? Or just really use the dire werewolf template?
 

Cleon

Legend
It should be human, right? Or am I getting that confused with something else?

Our Dire Wolf used a half-orc as the base creature. I am planning to change it to human, but haven't got around to it yet.

First off, do we want to tweak ability scores at all? Or just really use the dire werewolf template?

I think we should, yes.

At the very least I'll take out the half-orc racial adjustments when I find the time!
 

Cleon

Legend
When I upload the Weresmilodon to the Creature Catalog I'm going to include the "Were-Sabretooth" version by adding the following:

* * *​

In Mystara
Weresmilodon are not known to exist on on the surface of Mystara, but can be encountered in the hollow interior of that world, where they are known as weresabretooths. A Mystaran weresmilodon, like other lycanthropes that live in the Hollow World, is not affected by the full moon — for there are no moons inside Mystara's Hollow World. A weresabretooth gains the Hollow Hunger ability described below, giving it shapeshifting problems based on hunger instead.
Hollow Hunger (Ex): The lycanthropes of Mystara's Hollow World are not tied to the cycle of the moon, their shapeshifting is driven by hunger instead.

A Hollow World lycanthrope (both true and afflicted lycanthropes) can only derive nourishment by eating fresh meat while in animal or hybrid form. It may not satisfy its hunger with any other food. If a Hollow World lycanthrope goes for 24 hours without satisfying its hunger for flesh, it must succeed at a DC20 Control Shape check or involuntarily assume animal form and hunt for prey. If it succeeds, the lycanthrope must make additional Control Shape checks every 24 hours (DC 20 plus 5 per additional day), or whenever it is presented with fresh meat or prey. Once a hungry Hollow World lycanthrope makes an involuntarily change, it cannot change back to humanoid form until it has fed.

A true lycanthrope with hollow hunger has Control Shape as a class skill for all its classes and its levels of animal. It also has a +5 racial bonus on Control Shape checks.
This variant is based on the "Were-Sabretooth" from the Hollow Earth Campaign Set (1990) by Aaron Allston.
 

freyar

Extradimensional Explorer
The weresabretooth seems fair to me.

Back to the loup du noir: it looks like you did take out the half-orc racial ability adjustments, at least from the humanoid form.

Should we start going through the dire lycanthrope template and pick the parts we want?
 

Cleon

Legend
The weresabretooth seems fair to me.

Good!

I'll upload it to the CC next weekend.

Back to the loup du noir: it looks like you did take out the half-orc racial ability adjustments, at least from the humanoid form.

I also added the Improved Natural Attack (bite) substitution for the Multiattack bonus feat.

No point giving it Multiattack, since it has no hybrid form and hence no claw/claw/bite.

Should we start going through the dire lycanthrope template and pick the parts we want?

Might as well.
 

freyar

Extradimensional Explorer
Just for reference, here's the dire lycanthrope.

Editing...
Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The loup du noir takes on the characteristics of a dire wolf.

A dire lycanthrope uses either the base creature’s or the dire wolf’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points: Same as the base creature plus those of a dire wolf (6d8). To calculate total hit points, apply Constitution modifiers according to the score the loup du noir has in each form.

Speed: Same as the base creature or dire wolf, depending on which form the loup du noir is using.

Armor Class: The base creature’s natural armor bonus increases by +2 in all forms.

Base Attack/Grapple: Add the base attack bonus for the dire wolf to the base attack bonus for the base creature. The loup du noir’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.


Any other changes so far?
 

Mortis

First Post
Hollow Hunger (Ex): The lycanthropes of Mystara's Hollow World are not tied to the cycle of the moon, their shapeshifting is driven by hunger instead.
It gives another meaning to the phrase 'hollow stomach'. :D

It also reminded me of a conversion I did ages ago (or so it seems) - weresabretooth.

Regards
Mortis
 

Cleon

Legend
Just for reference, here's the dire lycanthrope.

*SNIP*

Any other changes so far?

I'm undecided whether we should list out the whole template or just give the changes to the "Dire Werewolf".

Well, I guess it depends how different the two end up, and we won't know that for sure until we finish it.

The main change I'd make of the stat entries you gave is giving it something to increase the AC, since the Loup du Noir has an AC two higher than a standard AD&D Werewolf or the original version of the "Weredire".

I'm tempted to make it something bizarrely supernatural, like a enhancement, luck or even deflection bonus, instead of just another +2 to NA, since I believe some of the protection is supposed to be due to an "enchantment" on the skin.
 

freyar

Extradimensional Explorer
A deflection (or maybe enhancement) bonus would make sense. But, if it's due to the magical skin, I guess it should only be in the wolf form. Agreed?
 

Remove ads

Top