Special Conversion Thread: Lycanthropes and their ilk

freyar

Extradimensional Explorer
Hmmm, maybe something like this?

In combat, panther lords treat their thralls as chattel, directing them into melee while remaining behind and using their spells to harass opponents. On the other hand, they take fiendish enjoyment in hunting enemies that they don't fear, sometimes delighting in turning weak foes into thralls.
 

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Cleon

Legend
Hmmm, maybe something like this?

In combat, panther lords treat their thralls as chattel, directing them into melee while remaining behind and using their spells to harass opponents. On the other hand, they take fiendish enjoyment in hunting enemies that they don't fear, sometimes delighting in turning weak foes into thralls.

How about this:

In combat, a panther lord would rather cast spells from a place of safety while sending its werepanther thralls to risk their lives in melee. If forced to fight it usually does so in hybrid form. On the other hand, a panther lord takes fiendish enjoyment in assuming panther form and stalking opponents it judges to be too weak to pose a threat.
 




Cleon

Legend
I've restored the Panther Lord Working Draft that was set back by the Enworld database crash. Before that happened we started a new conversion of the Werecobra in Children of the Night - Werebeasts, which we decided to name the Sheneya after the creature in that source.
 

Cleon

Legend
Sheneya Working Draft

Sheneya
Medium Monstrous Humanoid (Reptilian, Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class:
Cobra form: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Hybrid form: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Humanoid form: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: Bite +7 melee (1d4 plus poison); or dagger +7 (1d4/19-20); or thrown dagger +7 ranged (1d4/19-20)
Full Attack: Dagger +7 melee (1d4/19-20) and bite +2 melee (1d4 plus poison); or thrown dagger +7 ranged (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mesmerizing dance, poison
Special Qualities: Alternate form, damage reduction 10/ivory or magic, darkvision 60 ft., immunity to charms, immunity to poison
Saves: Fort +2, Ref +7, Will +5
Abilities: Str 11, Dex 16, Con 12, Int 15, Wis 13, Cha 16
Skills: Balance +13, Climb +11, Disguise +8* (+16 in humanoid alternate form, +18 if reptilian/cold-blooded), Hide +12, Jump +6, Listen +6, Move Silently +7, Perform (dance) +10, Spot +6, Swim +8, Tumble +8
Feats: Improved Initiative, Weapon Finesse
Climate/Terrain: Any warm land
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +4

A creature with the shape of a slender humanoid, but completely hairless and with the fangs and scaly skin of a venomous serpent.

Sheneya are very rare creatures that are created by the mating of a female humanoid and a magical cobra that assumed humanoid form. The mother normally dies from the sheneya's poisonous blood when the monster is born. Sheneyas often work as spies and assassins, either independently or in service to their serpentine creator.

A sheneya in hybrid and humanoid forms has the same height as a human but is extremely slim, weighing three-quarters as much as a human. In animal form its weight is unchanged and its length is about 20 feet from nose to tail tip.

Sheneya speak Common and Draconic.

COMBAT
Sheneya do not like to fight and would rather kill victims who are incapacitated by sleep, their mesmerizing dance ability, or other means. They typically flee if threatened. Sheneya who are attacked in humanoid guise will often pretend to be innocent damsels to seek help from a crowd and slip away.

A sheneya who faces combat normally performs a mesmerizing dance ability and then switches to her bite or weapon attacks. While she prefers to fight in hybrid form, the sheneya may avoid doing so if it risks exposing her true nature to the public. A sheneya who is trying to hide her identity is likely to secretly assume cobra form before attacking, she will only fight in humanoid form as a last resort. Sheneya weapons are often coated with poison.

Alternate Form (Su): A sheneya can assume three forms: those of an cobra, a humanoid or a cobra-humanoid hybrid.

In cobra form, a sheneya is unable to use weapons apart from its natural bite attack. This is its natural form.

In humanoid form, a sheneya is unable to use its bite natural attack. Its humanoid form is that of a unique individual of a humanoid race native to the sheneya's land of origin (typically human). In humanoid form a sheneya's skin is still as cold, smooth and hairless as a snake, so if it uses this ability to create a disguise it only gains a +8 bonus to Disguise checks when camouflaged as a normal humanoid (sheneya routinely use disguise kits to compensate for this weakness). A sheneya gains the full +10 Disguise bonus from alternate form if it has a cold-blooded or reptilian humanoid form, such as a locathah or lizardfolk.

In hybrid form, a sheneya has full use of weapons and can use its natural bite attack.

Immunity to Charms (Ex): A sheneya is immune to all spells of the enchantment (charm) subschool, except those that are specifically designed to affect reptiles.

Mesmerizing Dance (Sp): A sheneya with 3 or more ranks in the Perform (dance) skill can use her dancing to cause nearby creatures to become mesmerized with her. Each creature to be mesmerized must be within 60 feet, able to see the sheneya, and able to pay attention to her. The sheneya must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.

To use the ability, the sheneya makes a Perform check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the sheneya cannot attempt to mesmerize that creature again for 24 hours. If its saving throw fails, the creature is fascinated for as long as the sheneya continues to dance and concentrate (up to a maximum of 1 round per Hit Dice of the sheneya).

Fascinated targets take a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the sheneya to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.

Once the effect ends, all creatures affected by the mesmerizing dance are disorientated for 1d6 rounds. This disorientation has identical effects to the nauseated condition (q.v.).

Mesmerizing dance is an enchantment (compulsion), mind-affecting ability.

Poison (Ex): A sheneya's poison fangs and blood are both poisonous. This poison is normally delivered via the sheneya's bite attack, but any creature that swallows a sheneya's fresh blood or has a sheneya's blood enter their wounds will also be affected. The save DC is Constitution-based and includes a +2 racial bonus.

Sheneya Venom: injury or ingested; DC 15; primary damage 1d4 Con, 1d4 Str and 1d4 Dex; secondary damage 2d6 Con.

Skills: Sheneya have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A sheneya can always choose to take 10 on a Climb check, even if rushed or threatened. Sheneya use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A sheneya 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.

Originally from Children of the Night - Werebeasts (1998).

Skills: Balance +13, Climb +11, Disguise +8* (+16 in humanoid alternate form, +18 if reptilian/cold-blooded), Hide +12, Jump +6, Listen +6, Move Silently +7, Perform (dance) +10, Spot +6, Swim +8, Tumble +8

Skill Breakdown
Balance - 0 ranks +3 Dex +8 racial +2 synergy
Climb - 0 ranks +3 Dex +8 racial
Disguise - 5 ranks +3 Cha
Hide - 5 ranks +3 Dex +4 racial
Jump 0 ranks +0 Str +2 synergy +4 speed
Listen - 1 rank +1 Wis +4 racial
Move Silently - 4 ranks +3 Dex
Perform (dance) - 7 ranks +3 Cha
Spot - 1 rank +1 Wis +4 racial
Swim - 0 ranks +0 Str +8 Swim
Tumble - 5 ranks +3 Dex
 
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freyar

Extradimensional Explorer
OK, I think you have just about all the progress we made on this one. Could you repost the original stats, though? I can't remember if there were any other special abilities she should have.
 

Cleon

Legend
OK, I think you have just about all the progress we made on this one. Could you repost the original stats, though? I can't remember if there were any other special abilities she should have.

I'll post the original monster stats later today. I don't recall there being any other special abilities.

EDIT: Here you go.
 
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Cleon

Legend
Sheneya the Werecobra Original Stats

SHENEYA

BIOGRAPHY
Sheneya was born in the distant realm of Zakhara, a desert land of genies, sultans, and tropical oases. She is the fruit of an unholy union between a human woman and an elder serpent. Neither truly woman nor truly beast, Sheneya is a thoroughly evil creature who uses her unique talents for murder and assassination.

Appearance
Sheneya is an extraordinarily thin woman who stands some five and a half feet tall. Her skin is dark and tightly stretched over her bones. Her eyes gleam blackly and dart about constantly, as if ever wary.

Although Sheneya does not feel comfortable wearing clothes, she recognizes their importance in human society. She tends to favour whatever outfit helps her to blend in, paying no attention to color or style, and generally looking somewhat disheveled.

The most obvious evidence of Sheneya’s unique background is a complete lack of hair from head to toe. From a distance, it may seem that her head is shaven, but up close it is obvious that Sheneya actually has no hair. Her other distinctive trait is an extremely low body temperature, roughly half that of a normal human. Anyone who touches her bare skin notices that she feels cold to the touch, and characters using infravision can see the difference. This has led more than one doomed adventurer to assume that Sheneya is some sort of undead creature.

Sheneya
Maledictive Werecobra, Chaotic Evil
Armor Class7, 5, or 3Str11
Movement15Dex16
Level/Hit Dice4+2Con12
Hit Points25Int15
THAC017Wis13
MoraleSteady (10)Cha16
No. of Attacks1
Damage/Attack1d3 (bite)
Special AttacksPoison and enthralling
Special
Defenses.
Hit only by ivory and
+1 or better magical weapons
Magic
Resistance.
Immune to charm or
enchantment/charm spells

Background

Sheneya’s parents, Jandi and Alleya, were entertainers who traveled the sands of Zakhara in search of adventure and gold. Theirs was a stormy relationship, and they were known to quarrel loudly with some regularity.

During their travels, the couple met a mysterious nomad who offered them magical secrets for charming snakes. He gave his name as Hister but would say nothing of his past. Hister was, in fact, an agent of the almost mythical Grand Snakemaster (See “Snakes” in the MONSTROUS MANUAL tome), who had taken the guise of a man. In exchange for his secrets, Hister asked that Alleya bear his child. He explained that he was growing old and wanted to leave the world some offspring.

The deal completed, the disguised serpent went on its way. Sheneya’s parents made good use of the powers they had gained, and their act became renown throughout the land. The couple’s fame and fortune—like the child in Alleya’s womb, Sheneya—grew with each each passing month.

When the time came for Alleya to deliver, however, trouble arose. As the entered labor, a terrible fever wracked her body. Minutes after Sheneya was born, Alleya died.

An examination of the body revealed that Alleya had been poisoned. Knowing that the couple was prone to loud arguments, the authorities grew suspicious. Investigating further, they learned that the child was not Jandi’s. This, they thought, was certainly motive enough for a man to attempt murder of both his wife and a bastard child. They eventually beheaded Jandi for Alleya’s death, although he protested his innocence to the last.

As no one else appeared to claim her, Sheneya was placed in the care of a man who professed to be her uncle. Thus it was that she was reunited with the sinister creature who had sired her. Hister explained to Sheneya that she was a unique creature, one who would do the bidding of the Grand Snakemaster in the world of men. In time, she would be rewarded for her loyalty and efforts with power over men and serpents alike.

Current Sketch
Sheneya believes she has a great destiny to fulfill, although exactly what it is she does not know. She is convinced, however, that one day both men and serpents will be hers to command. Most of her life is now spent researching ancient lore and learning secrets of mankind. She is especially interested in human stories involving serpents in general and the Grand Snakemaster in particular. When the day comes for that creature’s plans come about, Sheneya intends to be ready.

Personality
Sheneya is a cold and cunning woman, utterly emotionless and without compassion. She has no respect for life other than her own, and anyone who crosses her is likely to wind up poisoned in the night. Although the years have brought her a greater understanding of human society, she is still uncomfortable when dealing with people. Most notice there is something odd about her manner and speech.

Combat
Sheneya prefers to avoid violence except when her opponents are helpless. Although she usually accomplishes this by means of her enthralling dance, she has also been known to use sedatives and other measures to get the upper hand. Still, whatever the situation, Sheneya is a dangerous opponent.

Weapons not made of ivory or imbued with a magical enchantment of at least +1 cannot harm her.

Also, the very blood in her veins is so infused with deadly venom that it makes Sheneya immune to all poisons. Indeed, so lethal is her blood that it is treated as poison itself. In game terms, it is considered a type K poison (contact; 2d4 minutes; 5/0) if it comes into contact with exposed flesh, or a type I poison (ingested; 2d6 minutes; 30/15) if ingested. If Sheneya’s blood were injected directly into someone’s veins, it would be treated as a type E (injected; immediate; death/20) poison.

Sheneya has mastered a mesmerizing dance that affects all those within 60 feet who watch her gyrations. This attack, which she calls the “Dance of the Cobra,” requires onlookers to pass a saving throw vs. paralysis or be enthralled until 1d6 rounds after it ends. The dance’s sensual nature is such that a –2 penalty is applied to the saving throw.

Because her mind is neither human nor serpentine, Sheneya is immune to all spells from the sphere of Charm and the Enchantment/Charm school. The sole exception is the snake charm spell, which requires her to make a saving throw vs. spell. Failure leaves her stunned for 1d4 rounds.

Human Aspect
When Sheneya is attacked in her human form, she generally plays the part of a helpless woman. She makes every effort to appear meek and timid, defending herself more with shrieks of fear and alarm than actual blows.

If this tactic fails to gain mercy, she either attacks with her magical dagger +1 or transforms into one of her more dangerous aspects. As a rule, she chooses the latter only when she is unobserved or has no other choice.

In her human aspect, her Armor Class is 7. This changes when Sheneya assumes either of her other shapes.

Hybrid Aspect
When in the shape of a snake-woman, Sheneya can be very deadly indeed. Her skin is covered by a fine layer of glistening scales, giving her a natural Armor Class of 5.

When Sheneya attacks in her hybrid aspect, she does so with her deadly bite. While this attack inflicts only 1d4 points of damage, it allows her to inject a powerful venom into the veins of her enemies. They must pass a saving throw vs. death or be slain in 1d4+1 rounds by this poison unless appropriate healing measures are undertaken. A penalty is applied to this roll, equal to the number of points of damage the hit inflicted. Thus, someone bitten for 2 points makes the saving throw at a –2 penalty.

Anyone not slain by the poison still feels its effects. On the round immediately after being bitten, a wave of weakness and nausea sweeps over the victim, cutting his Strength, Dexterity, and Constitution scores in half. This change may indirectly affect attack and damage rolls. Armor Class adjustments, and even bonus hit points. The effects last for one day per point of damage inflicted by the bite. Those bitten more than once find that the duration is extended by the additional points of damage inflicted, though there is no further reduction in ability.

Giant Cobra Aspect
Sheneya’s third form is that of a giant cobra. In this guise, Sheneya attacks only with her bite. This inflicts 1d4 points of damage and injects a toxin identical to the one described above. Because of the great speed with which she strikes in this form, Sheneya receives a –2 bonus on her initiative. The scales that cover her in this form give her a natural Armor Class of 3.


Originally appeared in Children of the Night - Werebeasts (1998).
 
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