Krishnath
First Post
Yes, here are three more lycanthropes from little old me
With Character Information
!!!
Lycanthrope
Lycanthropes are humanoids who can transform themselves to resemble normal animals or monsters.
Basic information about lycantrophes can be found in the MM.
"Lycanthrope" is a template that can be added to any humanoid creature, that creature referred to hereafter as the "character." The lycanthrope takes on the characteristics of some type of carnivorous animal or beast, referred to hereafter as the "animal."
The Monster Manual describes the most common form of lycanthropes (Bear, Boar, Rat, Tiger and Wolf), three more can be found in the Monster Compendium: Monsters of Faerûn (Bat, Crocodile and Shark). Three additional lycanthropes have been described by me in another document (cobra, griffon and serpent.) This entry describes three additional 'new' lycanthropes:
Wereraven - Dire Raven
Wererhino - Rhinoceros
Werespider - Large Monstrous Spider
Hit Dice: As character or animal, whichever produces the highest hit point total.
Speed: As character or animal, depending on which form the lycanthrope is using
AC: As character or animal form's natural armor +2, depending on which form the lycanthrope is using.
Attacks: As character or animal, depending on which form the lycanthrope is using.The wererhino also gets a secondary bite attack in animal form.
Damage: As character or animal, depending on which form the lycanthrope is using. Wererhino's bite attack deals 1d6+half the animals str modifier.
Special Attacks: As character or animal, depending on which form the lycanthrope is using (plus curse of lycanthropy in animal form.)
Lycanthropic Empaty: Lycanthropes can communicate and empathize with normal and dire animals of their types. This gives them a +4 bonus to influence the animals attitude (see Chapter 5 of the Dungeon Masters Guide) and allows the lycanthrope to communicate simple concepts and (if the animal is friendly) commands to the animal, such as "friend," "foe," "flee," or "attack."
Curse of Lycanthropy: Any humanoid injured by a lycanthrope but not actually killed has a chance to contract lycanthropy after the encounter is over. This chance equals 1% per point of damage dealt by the lycanthropes natural attacks; if several lycanthropes of the same type injure the character, add the chances together. Damage from different types of lycanthropes must be tracked seperately. A character killed by a lycanthrope and then raised or resurrected has a 100% chance of contracting lycanthropy.
Special Qualities: All lycanthropes gain the following special qualities.
Alternate Form (Su): All lycanthropes can shift into animal form. Changing to or from animal form is a full round action. Upon assuming animal form, the lycanthrope regains hit points as if having rested for a day. If slain, the lycanthrope creature reverts to it's humanoid form, though it remains dead. A part of the body that is seperated from the whole retains its animal form, however. This shapeshifting ability can be hard for some lycanthropes to control.
Damage Reduction (Su): A lycanthrope in animal form gains damage reduction 15/silver.
The wereraven keeps it's disease resistance special quality even in humanoid form.
Saves: As character or animal, whichever is better; lycanthropes gain a +2 bonus on Fortitude and Will saves.
Abilities: A lycanthrope in humanoid form recieves a +2 bonus to Intelligence and Wisdom, due to its animal cunning. In animal form a lycanthropes ability adjustments vary by type, as follows:
Wereraven: Str +0, Dex +6, Con +2,
Wererhino: Str +16, Dex +0, Con +10,
Werespider: Str +4, Dex +6 Con +2,
Skills: All lycanthropes gain a +4 bonus to listen and spot checks no matter what their forms. Lycanthropes in animal form gain the same skills as normal animals of their type in addition to any skill they have in their humanoid forms. If a lycanthrope has a skill in both its humanoid and animal forms, use the better score.
Feats: As character. Lycanthropes can learn the improved shape control feat (see the Monster Manual page 218). When in animal form, the lycanthrope gains any feats an animal of it's type has. Lycanthropes in animal form have additional feats by type:
Wereraven: Flyby Attack, Multi-attack, Weapon Finesse (claw, bite)
Wererhino: Power Attack, Improved Bull Rush, Thoughness,
Werespider: Improved Initiative, Weapon Finesse (Bite), Skill Focus (Move Silently)
Climate/Terrain: As character or animal
Organization:
Wereraven: Solitary, pair, family (2-4), pack (6-10), or troupe (family or pack plus related animals)
Wererhino: Solitary, pair or family (2-4)
Werespider: Solitary or family (2-4)
Challenge Rating: Same as the animal +2
Treasure: Standard
Alignment:
Wereraven: Usually chaotic good
Wererhino: Usually chaotic neutral.
Werespider: Usually chaotic evil.
Advancement: By character class
ECL:
Wereraven +2
Wererhino +4 Character must have at least 8HD
Werespider +4 character must have at least 4HD
Lycanthropic Characters:
A wereraven's favored class is ranger and most wereraven leaders are rangers or ranger/druids. Wereraven clerics usually worship a nature diety such as Ehlonna or Obad-Hai. Many wereravens come from halfling or gnome stock.
A wererhinos favored class is barbarian and many wererhino leaders are barbarians or barbarian/sorcerers. Wererhino clerics usually worship deities of strength or war, such as Kord. Many wererhinos come from human, orc, or halforc stock.
A werespiders favored class is rogue and most werespider leaders are rogue/assassins. Werespider clerics usually worship a god of spiders (such as Lolth) or stealth (such as Olidammara).
Most werespiders are of drow stock, givin a good indication of where they originated.
Remember to check out the Dire Raven Thread for the stats and abilities of the Wereravens animal form.
Later,


Lycanthrope
Lycanthropes are humanoids who can transform themselves to resemble normal animals or monsters.
Basic information about lycantrophes can be found in the MM.
"Lycanthrope" is a template that can be added to any humanoid creature, that creature referred to hereafter as the "character." The lycanthrope takes on the characteristics of some type of carnivorous animal or beast, referred to hereafter as the "animal."
The Monster Manual describes the most common form of lycanthropes (Bear, Boar, Rat, Tiger and Wolf), three more can be found in the Monster Compendium: Monsters of Faerûn (Bat, Crocodile and Shark). Three additional lycanthropes have been described by me in another document (cobra, griffon and serpent.) This entry describes three additional 'new' lycanthropes:
Wereraven - Dire Raven
Wererhino - Rhinoceros
Werespider - Large Monstrous Spider
Hit Dice: As character or animal, whichever produces the highest hit point total.
Speed: As character or animal, depending on which form the lycanthrope is using
AC: As character or animal form's natural armor +2, depending on which form the lycanthrope is using.
Attacks: As character or animal, depending on which form the lycanthrope is using.The wererhino also gets a secondary bite attack in animal form.
Damage: As character or animal, depending on which form the lycanthrope is using. Wererhino's bite attack deals 1d6+half the animals str modifier.
Special Attacks: As character or animal, depending on which form the lycanthrope is using (plus curse of lycanthropy in animal form.)
Lycanthropic Empaty: Lycanthropes can communicate and empathize with normal and dire animals of their types. This gives them a +4 bonus to influence the animals attitude (see Chapter 5 of the Dungeon Masters Guide) and allows the lycanthrope to communicate simple concepts and (if the animal is friendly) commands to the animal, such as "friend," "foe," "flee," or "attack."
Curse of Lycanthropy: Any humanoid injured by a lycanthrope but not actually killed has a chance to contract lycanthropy after the encounter is over. This chance equals 1% per point of damage dealt by the lycanthropes natural attacks; if several lycanthropes of the same type injure the character, add the chances together. Damage from different types of lycanthropes must be tracked seperately. A character killed by a lycanthrope and then raised or resurrected has a 100% chance of contracting lycanthropy.
Special Qualities: All lycanthropes gain the following special qualities.
Alternate Form (Su): All lycanthropes can shift into animal form. Changing to or from animal form is a full round action. Upon assuming animal form, the lycanthrope regains hit points as if having rested for a day. If slain, the lycanthrope creature reverts to it's humanoid form, though it remains dead. A part of the body that is seperated from the whole retains its animal form, however. This shapeshifting ability can be hard for some lycanthropes to control.
Damage Reduction (Su): A lycanthrope in animal form gains damage reduction 15/silver.
The wereraven keeps it's disease resistance special quality even in humanoid form.
Saves: As character or animal, whichever is better; lycanthropes gain a +2 bonus on Fortitude and Will saves.
Abilities: A lycanthrope in humanoid form recieves a +2 bonus to Intelligence and Wisdom, due to its animal cunning. In animal form a lycanthropes ability adjustments vary by type, as follows:
Wereraven: Str +0, Dex +6, Con +2,
Wererhino: Str +16, Dex +0, Con +10,
Werespider: Str +4, Dex +6 Con +2,
Skills: All lycanthropes gain a +4 bonus to listen and spot checks no matter what their forms. Lycanthropes in animal form gain the same skills as normal animals of their type in addition to any skill they have in their humanoid forms. If a lycanthrope has a skill in both its humanoid and animal forms, use the better score.
Feats: As character. Lycanthropes can learn the improved shape control feat (see the Monster Manual page 218). When in animal form, the lycanthrope gains any feats an animal of it's type has. Lycanthropes in animal form have additional feats by type:
Wereraven: Flyby Attack, Multi-attack, Weapon Finesse (claw, bite)
Wererhino: Power Attack, Improved Bull Rush, Thoughness,
Werespider: Improved Initiative, Weapon Finesse (Bite), Skill Focus (Move Silently)
Climate/Terrain: As character or animal
Organization:
Wereraven: Solitary, pair, family (2-4), pack (6-10), or troupe (family or pack plus related animals)
Wererhino: Solitary, pair or family (2-4)
Werespider: Solitary or family (2-4)
Challenge Rating: Same as the animal +2
Treasure: Standard
Alignment:
Wereraven: Usually chaotic good
Wererhino: Usually chaotic neutral.
Werespider: Usually chaotic evil.
Advancement: By character class
ECL:
Wereraven +2
Wererhino +4 Character must have at least 8HD
Werespider +4 character must have at least 4HD
Lycanthropic Characters:
A wereraven's favored class is ranger and most wereraven leaders are rangers or ranger/druids. Wereraven clerics usually worship a nature diety such as Ehlonna or Obad-Hai. Many wereravens come from halfling or gnome stock.
A wererhinos favored class is barbarian and many wererhino leaders are barbarians or barbarian/sorcerers. Wererhino clerics usually worship deities of strength or war, such as Kord. Many wererhinos come from human, orc, or halforc stock.
A werespiders favored class is rogue and most werespider leaders are rogue/assassins. Werespider clerics usually worship a god of spiders (such as Lolth) or stealth (such as Olidammara).
Most werespiders are of drow stock, givin a good indication of where they originated.
Remember to check out the Dire Raven Thread for the stats and abilities of the Wereravens animal form.
Later,