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Special Conversion Thread: Lycanthropes and their ilk

Shade

Monster Junkie
Lycanthrope, Werejaguar (Ravenloft)
Climate/Terrain: Jungle
Frequency: Rare
Organization: Tribal
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average to high (10-14)
Treasure: Nil (I)
Alignment: Lawful neutral
No. Appearing: 1, 3-18 (3d6)
Armor Class: 5
Movement: 18
Hit Dice: 5
THAC0: 15
No. of Attacks: 3
Damage/Attack: 1d4/1d4/1d6
Special Attacks: Nil
Special Defenses: +1 or better weapon to hit
Magic Resistance: Nil
Size: M
Morale: Elite (14)
XP Value: True: 650
Cursed: 420

Werejaguars are lurking in the darkest hearts of jungles, usually living in and around old ruins long ago forgotten by locals. They venture from their secluded homes only to hunt and patrol their wilderness territories.

Werejaguars have but a single form, that of a hybrid humanoid/jaguar. This allows the creature to walk upright like a man or on all fours for running. Their pelts are spotted like their namesake and fur covers all areas but the face and palms. Their clothing tends to be strange to most of Ravenloft’s denizens, featuring brightly covered loincloths and wraps that cover a single shoulder and the chest area. Werejaguars often use tools of obsidian, but prefer their teeth and claws in combat.

In addition to the common tongue of men in their area, werejaguars speak a growling, hissing language of their own.

Combat: Werejaguars are silent, deadly hunters. They move through even the thickest of brush with hardly a sound and strike without warning. Because of their natural hunting prowess, anyone attacked by a werejaguar in a jungle or similar setting suffers a -3 penalty on his surprise check. Further, the creature’s own keen senses of smell, hearing, and eyesight make it impossible to surprise without magical aid of some sort.

The fearsome claws of these deadly beasts are employed in a pair of slashing attacks that inflict 1d4 points of damage each. In addition, the creature can bite its enemies for 1d6 points of damage. Because they are not true cats, werejaguars have no raking attack.

As with other lycanthropes, werejaguars are immune to weapons of less than +1 enchantment. They are unafraid of silver, however, for their bane is the hard wood of the ebony tree. Weapons fashioned from this material are able to strike the creature even if they are not enchanted in any way.

Werejaguars are unusually vulnerable to fire, suffering 1 extra point of damage per die of any such attack. As such, they greatly fear flames used against them in combat. Werejaguars confronted with torches or similar flames must make a successful saving throw vs. paralysis to attack. Larger flames or multiple sources force the creatures to save with a -4 penalty. Failure prevents the creature from coming within 10 feet of the fire. If a werejaguar suffers damage from flames, it must make an immediate Morale Check with a -4 penalty or flee for 5-20 (5d4) rounds.

Habitat/Society: Werejaguars form tightly knit communities carefully hidden from the eyes of humanity. They do not normally hunt intelligent creatures, even those of an evil nature, but will kill those who threaten their pack without mercy.

When outsiders enter their lands, werejaguars will often hunt them for sport. A victim will be toyed with, catching only fleeting glimpses of the lightning quick cats as they dart to and fro in the jungle. This torment can continue for hours or days, depending upon how fearful the prey is. Only when the cats tire of their fun will they move in for the kill. When that happens, they strike quickly and without mercy.

Werejaguar groups of 10 or more always have a 6-Hit-Die leader. There is a 20% chance that the leader is lawful evil. If that is the case, the pack will tend to roam far outside of its territory, hunting down all sentient species it comes across.

Ecology: Werejaguars live on a diet of meat, usually taken from the dense jungles in which they live. In truth, many of the lycanthropes dislike the taste of sentient flesh. They say these creatures taste bitter and unhealthy.

As territorial as they are, werejaguars serve as the custodians of their jungle homes. Much as a druid or ranger character might oversee an expanse of forest of wilderness, they strike quickly against any force that might upset the balance of nature around them.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 

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freyar

Extradimensional Explorer
Should we name then as therianthropes once again, since they have only the hybrid form and don't appear to have the curse of lycanthropy? So jag-weres? Otherwise, they look pretty straightforward.
 

Cleon

Legend
Updating Working Draft.

We done now?

Hold on, we've forgotten something. Ravenloft Wereleopards have a mortal fear of lightning.

Creatures of Darkness said:
Their only real weakness is their fear of lightning. When confronted with natural or magical lightning, they must make an immediate Morale Check with a –4 penalty, or flee for 5–20 (5d4) rounds. Loud noises that resemble thunderclaps also frighten them and require a Morale Check, although a +4 bonus is allowed in this case.

We'd better do something with that.
 


Cleon

Legend
Hold on, we've forgotten something. Ravenloft Wereleopards have a mortal fear of lightning.

We'd better do something with that.

Anyhows, how about this for the Fear of Lightning:

Fear of Storms (Ex): Leopardweres have a terrible fear of lightning. A leopardwere that is confronted by lightning must succeed at a Will save (DC 20 for natural lightning, DC of spell or supernatural attack for magical lightning) or become frightened for 1d6 rounds. A shocking grasp or other low-level electrical spell will not frighten a leopardwere, it takes at least a lightning bolt or call lighting spell to trigger its fear of lightning.

If a leopardwere hears thunder, it must succeed at a Will save (DC 20 for a natural thunderstorm, DC of spell or supernatural attack for magical thunder), or become shaken for 1d6 rounds. Loud noises that resemble thunder, such as a shout spell or a dragonne's roar, may also cause a leopardwere to become shaken for 1d6 rounds, but the leopardwere gains a +4 bonus on its Will save.
 

Cleon

Legend
Should we name then as therianthropes once again, since they have only the hybrid form and don't appear to have the curse of lycanthropy? So jag-weres? Otherwise, they look pretty straightforward.
I'm lovin' the "jagwere". :D

There are plenty of AD&D lycanthropes with a single animal form. Also, the absence of any mention of the Curse of Lycanthopy doesn't mean they don't have it. The Monstrous Manual's General section on lycanthropes says all true lycanthropes inflict The Curse through their attacks.

Still, I have no objection.

The name has a much nicer ring to it than a "werejag", so I have no objection. Besides, it'll distinguish them from the Wereleopard we've already done.

Rather than making them vulnerable to ebony, I think we'd be better off giving them DR/darkwood.

I'll start up a Working Draft using the Leopardwere as a basis.
 

Cleon

Legend
Jagwere Working Draft

Jagwere
Medium Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +8
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d4+5)
Full Attack: 2 claws +10 melee (1d4+5) and bite +8 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce
Special Qualities: Damage reduction 5/darkwood, fear of flames, low-light vision, scent, jaguar empathy, vulnerability to fire
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 21, Dex 18, Con 17, Int 11, Wis 12, Cha 6
Skills: Balance +11, Climb +13, Hide +12*, Jump +16, Listen +10, Move Silently +12, Spot +10, Swim +11
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B)
Environment: Warm forests
Organization: Solitary, pride (2-8) or tribe (8-18)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 6-9 HD (Medium) or by character class
Level Adjustment: +5

An athletic, muscular humanoid with the head, claws and tail of a great cat. Its skin is entirely covered by a thick spotted coat of fur.

A jagwere is a magical beast that takes the form of a humanoid-jaguar hybrid. Jagweres live in tightly knit groups that consider themselves the custodians of their jungle homes. They lurk in the dark hearts of jungles, usually near ancient forgotten ruins. These creatures are highly territorial. Should other creatures intrude into their lands, the jagweres often stalk them for sport. They may toy with intruders for days, until the unwanted visitors either leave, or the jagweres grow bored or angry and move in for the kill. Should a creature threaten their carefully hidden community, a jagwere will kill without mercy.

A jagwere has the same diet as a jaguar, eating various jungle animals. Most of these jaguar-folk do not hunt sentient races, claiming their flesh taste bitter and unhealthy. However, evil jagweres have a tendency to devour intelligent creatures, often leaving their territories to hunt them.

Jagweres use tools made from local materials, including incredibly sharp obsidian blades, but spurn the use of artificial weapons. They weave their own clothing, preferring brightly colored loincloths and wraps that drape over one shoulder.

A jagwere is 5 to 6 feet tall and weighs 125 to 200 pounds.

Jagweres speak Common and their own language.

COMBAT

Jagweres prefer their teeth and claws in combat. They attack most effectively from surprise, moving silently through the jungle before springing on their victims. They will sometimes play with their prey, darting in and out of the undergrowth to build up their victims' fear, then striking quickly and without mercy.

Fear of Flames (Ex): A jagwere that suffers fire damage from an attack must succeed on a Will save (DC = 10 for nonmagical fire, DC of spell or supernatural attack for magical fire) or become panicked for 1d6 rounds.

Improved Grab (Ex): To use this ability, a jagwere must hit with its bite attack. It can then 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 rake.

Pounce (Ex): If a jagwere charges a foe, it can make a full attack.

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

Skills: A jagwere has a +6 racial bonus on Balance, Jump and Swim checks. Jagweres also have a +4 racial bonus on Hide, Listen, Move Silently and Spot checks. Jagweres have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

*In areas of tall grass or heavy undergrowth, the Hide bonus of a jagwere improves to +8.
 
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