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Converting Al Qudim
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<blockquote data-quote="Justin Xiang" data-source="post: 1223664" data-attributes="member: 15285"><p>I'm going to start converting Al-Qadim critters....below is a Werehyena using a first level fighter as the base and folllowing the MM 3.5 (the 2nd Ed. Werehyena made it pretty clear there is no hybrid form for this creature). This example is based on Kamalla, the werehyena from the Cities of Bone scenario, "The Treasure Pit".</p><p></p><p></p><p>Were-Hyena (Human 1st level fighter)</p><p>Hit Dice: 1d10+2+2d8+4(25 hp)</p><p>Initiative: +6</p><p>Speed: 50 ft. (10 squares)</p><p>Armor Class (Hyena): 16 (17 w/dodge) (+2 Dex, +4 natural), touch 12, flat-footed 14</p><p>Armor Class (Human): 17 (+2 Leather armor, +1 Daraq, +2 Dex, +2 Lycanthrope) T: 12, FF: 15</p><p>Base Attack/Grapple: +2/+4</p><p>Attack: Bite +4 melee (1d6+3) or Scimitar +5 (1d8+2/18-20[x2])</p><p>Full Attack: Bite +4 melee (1d6+3 + DC 15 Fort or contract lycanthropy) or Scimitar +5 (1d8+2/18-20[x2]). Werehyenas do not have a hybrid form like other lycanthropes.</p><p>Space/Reach: 5 ft./5 ft.</p><p>Saves: Fort +7, Ref +5, Will +2</p><p>Special Attacks: Trip, Charm Person (Spell-like ability) DC 13 Will</p><p>Special Qualities: Damage Reduction 5/iron or magic, Low-light vision, Scent, immune to enchantment/charm magic</p><p>Abilities: Str 14, Dex 15, Con 15, Int 12, Wis 15, Cha 15</p><p>Skills: +6 Climb, Hide +3, +6 Intimidate, +6 Jump, Listen +6, Spot +4</p><p>Feats: Alertness, Improved Initiative, Dodge, Weapon Focus [Scimitar]</p><p>Environment: Warm deserts</p><p>Organization: Solitary, pair, pack (7-16)</p><p>Challenge Rating: 4</p><p>Treasure: Standard</p><p>Alignment: Neutral Evil</p><p>Advancement: By character class</p><p>Level Adjustment: +3</p><p></p><p>Werehyenas are humans, usually male, who can transform themselves into hyena-like forms. Their packs roam the plains and deserts of Zakhara looking for prey. The human form tends to be tall and sinewy, with long, shaggy hair usually tied back over their neck. The long hair conceals a second mouth at the base of the head, which mimics the lip movements of the primary mouth but makes no sound. They take great pains to keep this second mouth hidden. In their human forms, werehyenas tend to be gregarious and charismatic, many possessing a loud, resounding laugh. </p><p></p><p>The canine form appears to be a large hyena, over 6' long from snout to tail, with golden fur on its back and black fur on its belly and feet. While in this form, they can Trackless Step, as the 3rd level druid ability. It is not uncommon for a pack of these creatures to be followed by 2-12 normal hyenas. The normal hyenas are attracted to the lycanthropes, although not under their direct control. </p><p></p><p></p><p>Combat: In its human form, a werehyena will attack with a weapon appropriate for its assumed identity. However, in this form, a werehyena’s best weapon is its charming personality, which it uses to gain others’ confidence. Once per round, at will, a werehyena can bring into effect a Charm Person spell (assume that it has a Charisma of 14-15 before the spell is cast) as if the spell were cast by a 12th-level sorcerer. This spell-like ability is not memorized or learned; it comes naturally to the creature and is triggered by thought. </p><p></p><p>In its hyena form, a werehyena attacks with its vicious bite, inflicting 1d6+3 points of damage. On a natural attack roll of 19 or 20, the werehyena has locked its jaws on a victim. This has two effects: first, the victim will be automatically subject to damage from a bite attack on subsequent rounds (no further attack rolls needed for the werehyena); second, the werehyena automatically gets the trip attempt described for the normal hyena. After it has locked its jaws on a victim, a werehyena will release its bite only after suffering more than 10 points of damage. </p><p></p><p>In either of its forms, a werehyena can only be affected by magical or iron weapons. Other types of weapons (including silver) initially appear to inflict damage, but the wound closes by the end of the round. Werehyenas are immune to enchantment/charm spells. All werehyenas have a primal fear of fire, preferring to make appearances and attacks during the day. A flaming torch is enough to keep one at bay; over six points of fire damage will send one howling off into the wilderness. If cornered by fire, however, they will fight to defend themselves. </p><p></p><p>Habitat/Society: Werehyenas travel in close-knit packs of up to a dozen creatures, most of whom are males. The pack is run by a dominant male, who makes all important decisions, reinforcing them with an occasional, savage bite. Newly infected lycanthropes are welcomed into a pack only if the newcomer agrees to accept the pack leaderTs orders to the death. If not, a fight for dominance usually ensues, with the victor becoming the new pack leader. Among themselves, they can be playful and capable of lasting intimacy. They mate for life, but only with other members of the pack. From one to four cubs are born with each litter; 75% of them are male. </p><p></p><p>Werehyena packs scour the desert and plains in human form, seeking human settlements to infiltrate. A favorite ploy is for a single lycanthrope to enter a town or village and use its friends ability to win its way into the hearts of the people. Some are even known to shower gifts on a long-forgotten sister or relative. The gifts are typically small gems which it gathers for this purpose. The lycanthrope then lures the victim out of town to a trap, where the rest of the pack lies in wait. </p><p></p><p>Ecology: Werehyenas are covert hunters, preying on gullible humans whenever possible. However, like their normal cousins, they are excellent scavengers, capable of eating just about anything in order to survive. Although their numbers are great, they are too widely scattered to have any profound effect upon the ecology of Zakhara.</p></blockquote><p></p>
[QUOTE="Justin Xiang, post: 1223664, member: 15285"] I'm going to start converting Al-Qadim critters....below is a Werehyena using a first level fighter as the base and folllowing the MM 3.5 (the 2nd Ed. Werehyena made it pretty clear there is no hybrid form for this creature). This example is based on Kamalla, the werehyena from the Cities of Bone scenario, "The Treasure Pit". Were-Hyena (Human 1st level fighter) Hit Dice: 1d10+2+2d8+4(25 hp) Initiative: +6 Speed: 50 ft. (10 squares) Armor Class (Hyena): 16 (17 w/dodge) (+2 Dex, +4 natural), touch 12, flat-footed 14 Armor Class (Human): 17 (+2 Leather armor, +1 Daraq, +2 Dex, +2 Lycanthrope) T: 12, FF: 15 Base Attack/Grapple: +2/+4 Attack: Bite +4 melee (1d6+3) or Scimitar +5 (1d8+2/18-20[x2]) Full Attack: Bite +4 melee (1d6+3 + DC 15 Fort or contract lycanthropy) or Scimitar +5 (1d8+2/18-20[x2]). Werehyenas do not have a hybrid form like other lycanthropes. Space/Reach: 5 ft./5 ft. Saves: Fort +7, Ref +5, Will +2 Special Attacks: Trip, Charm Person (Spell-like ability) DC 13 Will Special Qualities: Damage Reduction 5/iron or magic, Low-light vision, Scent, immune to enchantment/charm magic Abilities: Str 14, Dex 15, Con 15, Int 12, Wis 15, Cha 15 Skills: +6 Climb, Hide +3, +6 Intimidate, +6 Jump, Listen +6, Spot +4 Feats: Alertness, Improved Initiative, Dodge, Weapon Focus [Scimitar] Environment: Warm deserts Organization: Solitary, pair, pack (7-16) Challenge Rating: 4 Treasure: Standard Alignment: Neutral Evil Advancement: By character class Level Adjustment: +3 Werehyenas are humans, usually male, who can transform themselves into hyena-like forms. Their packs roam the plains and deserts of Zakhara looking for prey. The human form tends to be tall and sinewy, with long, shaggy hair usually tied back over their neck. The long hair conceals a second mouth at the base of the head, which mimics the lip movements of the primary mouth but makes no sound. They take great pains to keep this second mouth hidden. In their human forms, werehyenas tend to be gregarious and charismatic, many possessing a loud, resounding laugh. The canine form appears to be a large hyena, over 6' long from snout to tail, with golden fur on its back and black fur on its belly and feet. While in this form, they can Trackless Step, as the 3rd level druid ability. It is not uncommon for a pack of these creatures to be followed by 2-12 normal hyenas. The normal hyenas are attracted to the lycanthropes, although not under their direct control. Combat: In its human form, a werehyena will attack with a weapon appropriate for its assumed identity. However, in this form, a werehyena’s best weapon is its charming personality, which it uses to gain others’ confidence. Once per round, at will, a werehyena can bring into effect a Charm Person spell (assume that it has a Charisma of 14-15 before the spell is cast) as if the spell were cast by a 12th-level sorcerer. This spell-like ability is not memorized or learned; it comes naturally to the creature and is triggered by thought. In its hyena form, a werehyena attacks with its vicious bite, inflicting 1d6+3 points of damage. On a natural attack roll of 19 or 20, the werehyena has locked its jaws on a victim. This has two effects: first, the victim will be automatically subject to damage from a bite attack on subsequent rounds (no further attack rolls needed for the werehyena); second, the werehyena automatically gets the trip attempt described for the normal hyena. After it has locked its jaws on a victim, a werehyena will release its bite only after suffering more than 10 points of damage. In either of its forms, a werehyena can only be affected by magical or iron weapons. Other types of weapons (including silver) initially appear to inflict damage, but the wound closes by the end of the round. Werehyenas are immune to enchantment/charm spells. All werehyenas have a primal fear of fire, preferring to make appearances and attacks during the day. A flaming torch is enough to keep one at bay; over six points of fire damage will send one howling off into the wilderness. If cornered by fire, however, they will fight to defend themselves. Habitat/Society: Werehyenas travel in close-knit packs of up to a dozen creatures, most of whom are males. The pack is run by a dominant male, who makes all important decisions, reinforcing them with an occasional, savage bite. Newly infected lycanthropes are welcomed into a pack only if the newcomer agrees to accept the pack leaderTs orders to the death. If not, a fight for dominance usually ensues, with the victor becoming the new pack leader. Among themselves, they can be playful and capable of lasting intimacy. They mate for life, but only with other members of the pack. From one to four cubs are born with each litter; 75% of them are male. Werehyena packs scour the desert and plains in human form, seeking human settlements to infiltrate. A favorite ploy is for a single lycanthrope to enter a town or village and use its friends ability to win its way into the hearts of the people. Some are even known to shower gifts on a long-forgotten sister or relative. The gifts are typically small gems which it gathers for this purpose. The lycanthrope then lures the victim out of town to a trap, where the rest of the pack lies in wait. Ecology: Werehyenas are covert hunters, preying on gullible humans whenever possible. However, like their normal cousins, they are excellent scavengers, capable of eating just about anything in order to survive. Although their numbers are great, they are too widely scattered to have any profound effect upon the ecology of Zakhara. [/QUOTE]
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