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Converting Al-Qadim creatures
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<blockquote data-quote="Cleon" data-source="post: 5997864" data-attributes="member: 57383"><p><strong>Hyenawere Working Draft</strong></p><p></p><p><strong><span style="font-size: 12px"><span style="font-size: 15px">Hyenawere</span></span></strong></p><p><strong><span style="font-size: 12px"><span style="font-size: 15px"></span></span></strong>Large Magical Beast (Shapechanger)</p><p><strong>Hit Dice:</strong> 5d10+10 (37 hp)</p><p> <strong>Initiative:</strong> +6</p><p> <strong>Speed:</strong> 50 ft. (10 squares)</p><p> <strong>Armor Class:</strong> 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14</p><p> <strong>Base Attack/Grapple:</strong> +5/+14</p><p> <strong>Attack:</strong> Bite +9 melee (2d6+7)</p><p> <strong>Full Attack:</strong> Bite +9 melee (2d6+7)</p><p> <strong>Space/Reach:</strong> 5 ft./5 ft.</p><p> <strong>Special Attacks:</strong> Curse of the hyenawere, improved grab, trip</p><p> <strong>Special Qualities:</strong> Alternate form, damage resistance 5/cold iron, fear of flames, low-light vision, hyena empathy, immunity to enchantment, keen scent, traceless path</p><p> <strong>Saves:</strong> Fort +6, Ref +6, Will +5</p><p> <strong>Abilities:</strong> Str 20, Dex 15, Con 15, Int 12, Wis 15, Cha 14</p><p> <strong>Skills:</strong> Bluff +7, Diplomacy +8, Disguise +5 (+7 acting), Hide +1* (+5 in undergrowth), Listen +8, Move Silently +5, Spot +6</p><p><strong>Feats:</strong> Alertness, Improved Initiative, Iron Will (B)</p><p> <strong>Environment:</strong> Warm deserts and plains</p><p> <strong>Organization:</strong> Solitary, pair, family (3-4), or pack (2-12 plus 2-12 hyenas)</p><p> <strong>Challenge Rating:</strong> 4</p><p> <strong>Treasure:</strong> 50% coins, triple goods (gems only), standard items</p><p> <strong>Alignment:</strong> Always neutral evil</p><p> <strong>Advancement:</strong> By character class</p><p> <strong>Level Adjustment:</strong> +4</p><p></p><p><em>A hyena as large as a pony, with black fur on its belly and paws and a golden-furred back.</em></p><p></p><p><strong><span style="font-size: 12px">Hyenawere, Humanoid Form</span></strong></p><p> <strong></strong>Medium Magical Beast (Shapechanger)</p><p><strong>Hit Dice:</strong> 5d10+10 (37 hp)</p><p> <strong>Initiative:</strong> +6</p><p> <strong>Speed:</strong> 30 ft. (6 squares)</p><p> <strong>Armor Class:</strong> 16 (+2 Dex, +2 natural, +2 leather), touch 12, flat-footed 14</p><p> <strong>Base Attack/Grapple:</strong> +5/+7</p><p> <strong>Attack:</strong> Spear +7 melee (1d8+3/×3) or spear +7 ranged (1d8+2/×3)</p><p> <strong>Full Attack:</strong> Spear +7 melee (1d8+3/×3) or spear +7 ranged (1d8+2/×3)</p><p> <strong>Space/Reach:</strong> 5 ft./5 ft.</p><p> <strong>Special Attacks:</strong> Befriend</p><p> <strong>Special Qualities:</strong> Alternate form, damage resistance 5/cold iron, fear of flames, low-light vision, hyena empathy, immunity to enchantment, keen scent</p><p> <strong>Saves:</strong> Fort +6, Ref +6, Will +5</p><p> <strong>Abilities:</strong> Str 14, Dex 15, Con 15, Int 12, Wis 15, Cha 14</p><p> <strong>Skills:</strong> Bluff +12, Diplomacy +13 (+8 as standard action), Disguise +5 (+7 acting), Hide +5, Listen +8, Move Silently +5, Spot +6</p><p><strong>Feats:</strong> Alertness, Improved Initiative, Iron Will (B)</p><p> <strong>Environment:</strong> Warm deserts and plains</p><p> <strong>Organization:</strong> Solitary, pair, family (3-4), or pack (2-12 plus 2-12 hyenas)</p><p> <strong>Challenge Rating:</strong> 4</p><p> <strong>Treasure:</strong> 50% coins, triple goods (gems only), standard items</p><p> <strong>Alignment:</strong> Always neutral evil</p><p> <strong>Advancement:</strong> By character class</p><p> <strong>Level Adjustment:</strong> +4</p><p> </p><p><em>A lithe human with long, thick hair reaching past their shoulders. Whoever it is seems friendly enough, judging by their easy going smile.</em></p><p></p><p>Hyenaweres are monstrous hyena therianthropes that shapechange into human form to stalk humanoid victims. Their human form has a second mouth at the base of the head, which noiselessly mimics the lip movements of the creature's main mouth. A hyenawere is careful to keep this extra mouth hidden, usually by growing their hair so it covers the back of their neck.</p><p></p><p>Hyenaweres live in close-knit family packs led by the strongest member. They are playful and affectionate to each other, but have no compassion for any creature outside the pack. The majority of hyenaweres are male. They mate for life and produce litters of 1 to 4 pups, three-quarters of which will be boys.</p><p></p><p>Like normal hyenas, hyenaweres are excellent hunters and iron-stomached scavengers who can eat garbage or carrion to survive. Their favorite prey are humanoids. They often send a lone scout to infiltrate a band of travelers or isolated village to pick out a victim. Hyenaweres collect gemstones for the scouts to use as presents to help lure a victim to where the pack waits in ambush.</p><p></p><p>Humanoids who survive a hyenawere bite may turn into hyenaweres themselves. These newly transformed monsters are accepted into existing packs if they swear fealty to the pack leader or defeat them in a fight.</p><p></p><p>A hyenawere in animal form is roughly 6 feet long, stands about three feet at the shoulder and weighs up to 400 pounds. In human form they tend to be tall and sinewy, averaging 6 feet tall and 160 pounds.</p><p></p><p>Hyenaweres speak Common.</p><p> </p><p><span style="font-size: 12px"><strong>COMBAT</strong></span></p><p>Hyenaweres rarely pick a fair fight. Their favorite tactic is using their Befriend ability to lure unaware individuals into an ambush far from help. Hyenaweres prefer to fight in hyena form, but may remain as humanoids to use ranged weapons. They usually attack during the day due to their primal fear of fire travellers at night tend to have campfires or torches.</p><p></p><p><strong>Alternate Form (Su):</strong> A hyenawere can assume the form of an enormous hyena (its natural form) or a Medium humanoid.</p><p></p><p><strong>Befriend (Su):</strong> A hyenawere in humanoid form has an uncannily charming personality. It can make a Diplomacy check to change the attitudes of humanoids as a standard action, without the -10 penalty for a rushed Diplomacy check. It has a +5 bonus to other Diplomacy checks and Bluff checks.</p><p> </p><p>By focusing its personality on a single humanoid, it can convince that creature to become its friend. This works like a <em>charm person</em> spell from a 12th level caster (Will DC 14). A humanoid that successfully saves cannot be affected again by the same hyenawere's befriend ability for 24 hours. This is a supernatural, sonic mind-affecting charm effect.</p><p> </p><p>The befriend power does not affect other hyenaweres. The save DC is Charisma-based.</p><p></p><p><strong>Curse of the Hyenawere (Su):</strong> Any humanoid hit by a hyenawere's bite attack must succeed on a DC 15 Fortitude save or become a hyenawere the next time there is a full moon. The victim loses all abilities it possessed prior to transformation, becoming an ordinary hyenawere in all respects except for the following: The "cursed hyenawere" does not have a Curse of the Hyenawere special attack. A "cursed hyenawere" retains no memory or interest in its former existence, but does retain any equipment it carried. Cursed hyenaweres can be cured of their condition by a <em>remove curse</em> or <em>break enchantment</em> cast on the hyenawere if the hyenawere succeeds on a DC 20 Will save.</p><p></p><p> <strong>Fear of Flames (Ex):</strong> A hyenawere 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. </p><p></p><p><strong>Hyena Empathy (Ex):</strong> Communicate with hyenas and dire hyenas, and +4 racial bonus on Charisma-based checks against hyenas and dire hyenas.</p><p></p><p><strong>Immunity To Enchantment (Ex):</strong> A hyenawere is immune to charm affects, including all spells of the Charm and Compulsion subschools.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a hyenawere in hyena form 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 automatically deals bite damage on each round it maintains the grapple.</p><p></p><p><strong>Keen Scent (Ex):</strong> A hyenawere can notice creatures by scent at double the normal range (typically a 60-foot radius), and detect the scent of blood or a carcass at ranges of up to a mile.</p><p></p><p> <strong>Traceless Path (Su):</strong> A hyenawere in hyena form can move through any kind of terrain while leaving neither footprints nor scent, making nonmagical tracking impossible. It may choose to leave a trail if it desires.</p><p></p><p><strong>Trip (Ex):</strong> A hyenawere in hyena form that hits with its bite attack can attempt to trip the opponent (+9 check modifier) 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 hyenawere.</p><p></p><p><strong>Skills:</strong> In hyena form, hyenaweres have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.</p><p></p><p><em>Originally appeared in MC13 Al-Qadim Monstrous Compendium Appendix (1992).</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 5997864, member: 57383"] [b]Hyenawere Working Draft[/b] [B][SIZE=3][SIZE=4]Hyenawere [/SIZE][/SIZE][/B]Large Magical Beast (Shapechanger) [B]Hit Dice:[/B] 5d10+10 (37 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 50 ft. (10 squares) [B]Armor Class:[/B] 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 [B]Base Attack/Grapple:[/B] +5/+14 [B]Attack:[/B] Bite +9 melee (2d6+7) [B]Full Attack:[/B] Bite +9 melee (2d6+7) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Curse of the hyenawere, improved grab, trip [B]Special Qualities:[/B] Alternate form, damage resistance 5/cold iron, fear of flames, low-light vision, hyena empathy, immunity to enchantment, keen scent, traceless path [B]Saves:[/B] Fort +6, Ref +6, Will +5 [B]Abilities:[/B] Str 20, Dex 15, Con 15, Int 12, Wis 15, Cha 14 [B]Skills:[/B] Bluff +7, Diplomacy +8, Disguise +5 (+7 acting), Hide +1* (+5 in undergrowth), Listen +8, Move Silently +5, Spot +6 [B]Feats:[/B] Alertness, Improved Initiative, Iron Will (B) [B]Environment:[/B] Warm deserts and plains [B]Organization:[/B] Solitary, pair, family (3-4), or pack (2-12 plus 2-12 hyenas) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] 50% coins, triple goods (gems only), standard items [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +4 [I]A hyena as large as a pony, with black fur on its belly and paws and a golden-furred back.[/I] [B][SIZE=3]Hyenawere, Humanoid Form[/SIZE] [/B]Medium Magical Beast (Shapechanger) [B]Hit Dice:[/B] 5d10+10 (37 hp) [B]Initiative:[/B] +6 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 16 (+2 Dex, +2 natural, +2 leather), touch 12, flat-footed 14 [B]Base Attack/Grapple:[/B] +5/+7 [B]Attack:[/B] Spear +7 melee (1d8+3/×3) or spear +7 ranged (1d8+2/×3) [B]Full Attack:[/B] Spear +7 melee (1d8+3/×3) or spear +7 ranged (1d8+2/×3) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Befriend [B]Special Qualities:[/B] Alternate form, damage resistance 5/cold iron, fear of flames, low-light vision, hyena empathy, immunity to enchantment, keen scent [B]Saves:[/B] Fort +6, Ref +6, Will +5 [B]Abilities:[/B] Str 14, Dex 15, Con 15, Int 12, Wis 15, Cha 14 [B]Skills:[/B] Bluff +12, Diplomacy +13 (+8 as standard action), Disguise +5 (+7 acting), Hide +5, Listen +8, Move Silently +5, Spot +6 [B]Feats:[/B] Alertness, Improved Initiative, Iron Will (B) [B]Environment:[/B] Warm deserts and plains [B]Organization:[/B] Solitary, pair, family (3-4), or pack (2-12 plus 2-12 hyenas) [B]Challenge Rating:[/B] 4 [B]Treasure:[/B] 50% coins, triple goods (gems only), standard items [B]Alignment:[/B] Always neutral evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +4 [I]A lithe human with long, thick hair reaching past their shoulders. Whoever it is seems friendly enough, judging by their easy going smile.[/I] Hyenaweres are monstrous hyena therianthropes that shapechange into human form to stalk humanoid victims. Their human form has a second mouth at the base of the head, which noiselessly mimics the lip movements of the creature's main mouth. A hyenawere is careful to keep this extra mouth hidden, usually by growing their hair so it covers the back of their neck. Hyenaweres live in close-knit family packs led by the strongest member. They are playful and affectionate to each other, but have no compassion for any creature outside the pack. The majority of hyenaweres are male. They mate for life and produce litters of 1 to 4 pups, three-quarters of which will be boys. Like normal hyenas, hyenaweres are excellent hunters and iron-stomached scavengers who can eat garbage or carrion to survive. Their favorite prey are humanoids. They often send a lone scout to infiltrate a band of travelers or isolated village to pick out a victim. Hyenaweres collect gemstones for the scouts to use as presents to help lure a victim to where the pack waits in ambush. Humanoids who survive a hyenawere bite may turn into hyenaweres themselves. These newly transformed monsters are accepted into existing packs if they swear fealty to the pack leader or defeat them in a fight. A hyenawere in animal form is roughly 6 feet long, stands about three feet at the shoulder and weighs up to 400 pounds. In human form they tend to be tall and sinewy, averaging 6 feet tall and 160 pounds. Hyenaweres speak Common. [SIZE=3][B]COMBAT[/B][/SIZE] Hyenaweres rarely pick a fair fight. Their favorite tactic is using their Befriend ability to lure unaware individuals into an ambush far from help. Hyenaweres prefer to fight in hyena form, but may remain as humanoids to use ranged weapons. They usually attack during the day due to their primal fear of fire travellers at night tend to have campfires or torches. [B]Alternate Form (Su):[/B] A hyenawere can assume the form of an enormous hyena (its natural form) or a Medium humanoid. [B]Befriend (Su):[/B] A hyenawere in humanoid form has an uncannily charming personality. It can make a Diplomacy check to change the attitudes of humanoids as a standard action, without the -10 penalty for a rushed Diplomacy check. It has a +5 bonus to other Diplomacy checks and Bluff checks. By focusing its personality on a single humanoid, it can convince that creature to become its friend. This works like a [I]charm person[/I] spell from a 12th level caster (Will DC 14). A humanoid that successfully saves cannot be affected again by the same hyenawere's befriend ability for 24 hours. This is a supernatural, sonic mind-affecting charm effect. The befriend power does not affect other hyenaweres. The save DC is Charisma-based. [B]Curse of the Hyenawere (Su):[/B] Any humanoid hit by a hyenawere's bite attack must succeed on a DC 15 Fortitude save or become a hyenawere the next time there is a full moon. The victim loses all abilities it possessed prior to transformation, becoming an ordinary hyenawere in all respects except for the following: The "cursed hyenawere" does not have a Curse of the Hyenawere special attack. A "cursed hyenawere" retains no memory or interest in its former existence, but does retain any equipment it carried. Cursed hyenaweres can be cured of their condition by a [I]remove curse[/I] or [I]break enchantment[/I] cast on the hyenawere if the hyenawere succeeds on a DC 20 Will save. [B]Fear of Flames (Ex):[/B] A hyenawere 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. [B]Hyena Empathy (Ex):[/B] Communicate with hyenas and dire hyenas, and +4 racial bonus on Charisma-based checks against hyenas and dire hyenas. [B]Immunity To Enchantment (Ex):[/B] A hyenawere is immune to charm affects, including all spells of the Charm and Compulsion subschools. [B]Improved Grab (Ex):[/B] To use this ability, a hyenawere in hyena form 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 automatically deals bite damage on each round it maintains the grapple. [B]Keen Scent (Ex):[/B] A hyenawere can notice creatures by scent at double the normal range (typically a 60-foot radius), and detect the scent of blood or a carcass at ranges of up to a mile. [B]Traceless Path (Su):[/B] A hyenawere in hyena form can move through any kind of terrain while leaving neither footprints nor scent, making nonmagical tracking impossible. It may choose to leave a trail if it desires. [B]Trip (Ex):[/B] A hyenawere in hyena form that hits with its bite attack can attempt to trip the opponent (+9 check modifier) 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 hyenawere. [B]Skills:[/B] In hyena form, hyenaweres have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth. [I]Originally appeared in MC13 Al-Qadim Monstrous Compendium Appendix (1992).[/I] [/QUOTE]
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