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Werethings!

psychognome

First Post
Werecoyotes

The children of Coyote were given a mission among the changers that most changers thought to be frivolous. They are the tricksters and clowns of the changers, bringing laughter and chaos to where it's needed. Their peers view them with suspicion, as there seems to be no certainty as to where you'll find one.
And beginning with da notes:
-Werecoyotes advance by character class.
-Werecoyotes gain weapon finesse in all their natural attacks when in a form with a higher dexterity than strength score, and Multiattack when multiple natural attacks are available.

The Five Forms:
Like their larger cousins, werewolves, the werecoyotes have five forms, known as Trick, Scare, Battle, Bark and Howl. The Trick form is the humanoid form, Scare is a large and brutish humanoid that they use for intimidation, Battle is the equivalent of the werewolf War form, Bark is a large and vicious coyote, and Howl an ordinary coyote.

Handling the Forms:
As with other changers, except that the modifiers per form are:
Scare: +2 Str, +2 Dex, +2 Con.
Battle: +6 Str, +4 Dex, +6 Con, 2 claw attacks at 1d6 if base size is medium, 1d4 if small, bite attack at 1d6 damage if base size is medium, 1d4 if small, speed +10 ft., +3 natural armor.
Bark: +4 Str, +4 Dex, +6 Con, bite attack at 1d6 damage if base size is medium, 1d4 if small, gain Scent ability, +2 natural armor, speed +10 ft.
Howl: +2 Str, +6 Dex, +4 Con, decrease size by one category, bite attack at 1d4 if base size is medium, 1d3 if small, natural armor +1, speed +10 ft.

Changing the Form:
As with other changers.

Other Info:
Werecoyotes have Lycanthropic Empathy and Damage Reduction abilities of lycanthropes from the Monster Manual.
CR: 2
Alignment: Usually Chaotic Neutral
Werecoyotes characters: Because of their carefree attitude and their fame as tricksters, most werecoyotes become rogues or bards. Rangers and druids are rare, but indeed not unheard of. Barbarians don't fit well with the aspects of werecoyotes' respect, but some do take such path.
 

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Zack2216

First Post
has anyone done a half decent weredragon? that could be pretty interesting, with different breeds with deffirent breath weapons?
 

Magus Darkholme

First Post
psychognome said:

Werelions! :D
All right! :D Just what I've been waiting for!
Hey psychognome, do ya plan on writing up any more feline lycanthropes? Because a wereleapord would pretty damn cool.
Or maybe a weresabretooth cat!
Well the sabretooth would probably be pushing it just alittle now that I think about it. :D
 


psychognome

First Post
Re: Were- Weasel

Doc_Souark said:
I created the Were-Weasel for my 2e Hobbit campaign years ago, when and if I can find the notes I'll convert it and post.
Were-weasel? That's simple, just a normal lycanthrope that can turn into a dire weasel! :) A cool idea, BTW.
 

Grazzt

Demon Lord
WEREBADGER
Medium-Size Shapechanger

Hit Dice: 5d8+5 (27 hp)
Initiative: +0; +3 (+3 Dex) as badger or hybrid
Speed: 30 ft; 30 ft, burrow 10 ft as badger or hybrid
AC: 18 (+3 Dex, +5 natural) as badger or hybrid
Attacks: Unarmed strike +0 melee; 2 claws +3 melee, bite +2 melee as badger or hybrid
Damage: Unarmed strike 1d3 subdual; claw 1d4+2, bite 1d6+1
Face/Reach: 5 ft by 5 ft/5 ft; 5 ft. by 5 ft/5 ft as badger or hybrid
Special Attacks: Rage, curse of lycanthropy as badger or hybrid
Special Qualities: Badger empathy; plus scent, damage reduction 15/silver as wolf or hybrid
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 14, Dex 17, Con 19, Int 10, Wis 10, Cha 10 as badger or hybrid*
Skills: Listen +8, Move Silently +7, Search +4, Spot +8**
24
Feats: Multiattack, Weapon Finesse (bite) as badger or hybrid


Climate/Terrain: Temperate forest, hill, plains, and underground
Organization: Solitary or family (2-5)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

* In human form, the werebadger has the following ability scores: Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
** In human form, the werebadger has the Craft or Profession (any one) +6, Knowledge (any one) +4.

Werebadgers in humanoid form have one distinguishing (although not unheard of) trait; a streak of silver hair in either their hair or beard (if possessed).


COMBAT
Werebadgers can assume a hybrid form as well as an animal form. In hybrid or badger form, they can rage just as normal dire badgers do.

Alternate Form (Su): A werebadger can assume a bipedal hybrid form or the form of a dire badger. The bipedal form is Medium-size with claws, thick fur, and the head of a badger.
The animal form is that of a dire badger.

Rage (Ex): A werebadger that takes damage in combat flies into a beserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.


The Werebadger first appeared in Van Richten’s Guide to Werebeasts (Nigel Findley, 1993).

See the Monster Manual (for Third Edition) page 217 for more information on the Lycanthrope template.
 


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