Lycanthrope, Weresloth
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Tree Weresloth, Goblin Form
Small Humanoid (Goblin, Shapechanger)
Hit Dice: 1d8+1 plus 1d8+2 (12 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +1 Dex, +2 leather armor, +2 natural, +1 light shield), touch 12, flat-footed 16
Base Attack/Grapple: +1/-3
Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, sloth empathy, low-light vision, scent
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 11, Dex 13, Con 12, Int 8, Wis 11, Cha 8
Skills: Hide +6, Listen +3, Move Silently +5, Ride +4, Spot +3
Feats: Alertness, Iron Will (B), Stealthy (B)
Environment: Warm forests
Organization: Solitary, pair, family (3-4), or pack (6-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Tree Weresloth, Sloth Form
Tiny Humanoid (Goblin, Shapechanger)
Hit Dice: 1d8+1 plus 1d8+2 (12 hp)
Initiative: -1
Speed: 15 ft. (3 squares), climb 20 ft.
Armor Class: 13 (+2 size, -1 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +1/-7
Attack: Claw -4 melee (1d2-3)
Full Attack: Claw -4 melee (1d2-3)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, sloth empathy, damage reduction 10/silver, low-light vision, scent, single actions only
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 5, Dex 9, Con 14, Int 8, Wis 11, Cha 8
Skills: Climb +7*, Hide +8*, Listen +3, Move Silently +3, Ride +2, Spot +3, Swim +5
Feats: Alertness, Iron Will (B), Stealthy (B)
Environment: Warm forests
Organization: Solitary, pair, family (3-4), or pack (6-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Tree Weresloth, Hybrid Form
Small Humanoid (Goblin, Shapechanger)
Hit Dice: 1d8+1 plus 1d8+2 (12 hp)
Initiative: -1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 12 (+1 size, -1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Bite +1 melee (1d4-1); or claw +1 melee (1d3-1); or morningstar +1 melee (1d6-1) or javelin +1 ranged (1d4-1)
Full Attack: Bite +1 melee (1d4-1); or claw +1 melee (1d3-1); or morningstar +1 melee (1d6-1) or javelin +1 ranged (1d4-1))
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, sloth empathy, damage reduction 10/silver, low-light vision, scent, single actions only
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 9, Dex 9, Con 14, Int 8, Wis 11, Cha 8
Skills: Climb +7*, Hide +4*, Listen +3, Move Silently +3, Ride +2, Spot +3, Swim +5
Feats: Alertness, Iron Will (B), Stealthy (B)
Environment: Warm forests
Organization: Solitary, pair, family (3-4), or pack (6-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
This little humanoid creature is entirely covered with long, grey-brown hair streaked with green tints. It has the head of some sort of animal, with a short muzzle and beady black eyes peering from amidst its hair. The creature's hands and feet end in long, curved claws.
Tree weresloths in humanoid form tend to be pot-bellied and gangly-limbed, with long, unkempt hair. They often have twigs, leaves and other detritus tangled in their hair. Tree weresloths usually live as forest aborigines, dressing themselves in very basic garments such as breechcloths or skirts made from local, natural materials like bark or animal skin.
The tree weresloth presented here is a 1st-level goblin warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10.
COMBAT
Tree weresloths try to hide in the treetops and snipe at their enemies with missile weapons. They usually fight in hybrid form.
In animal form, a tree weresloth’s claws are so blunt and slow they are treated as a secondary attack and add only half the weresloth's Strength bonus to damage.
Alternate Form (Su): A tree weresloth can assume the form of a tree sloth or a sloth-humanoid hybrid.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weresloth’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Single Actions Only (Ex): A tree weresloth in animal or hybrid form can perform only a single move action or attack action each round. A tree weresloth can move up to its speed and attack in the same round, but only if it attempts a charge.
Sloth Empathy (Ex): Communicate with tree sloth, ground sloth and dire sloth, and +4 racial bonus on Charisma-based checks against tree sloth, ground sloth and dire sloth.
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks.
In animal or hybrid form, a tree weresloth has a +4 racial bonus on Move Silently checks a +8 racial bonus on Climb checks and Swim checks. A tree weresloth can always choose to take 10 on Climb checks, even if rushed or threatened. Weresloths use either their Strength or Dexterity modifier for Climb or Swim checks, whichever is higher.
* A tree weresloth's claws in animal or hybrid form are specially shaped to grip branches, its racial bonus to Climb checks increases to +12 when it is in a tree, and it can always take 10 on Climb checks, even when the weresloth is unconscious, dying or dead!
* A tree weresloth in animal or hybrid form has a +8 racial bonus on Hide checks when among leaves or similar vegetation, due to its long, algae-tinted hair.
Ground Weresloth, Half-Orc Form
Medium Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather armor, +2 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: Falchion +6 melee (2d4+3/18-20) or javelin +4 ranged (1d6+2)
Full Attack: Falchion +6 melee (2d4+3/18-20) or javelin +4 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, darkvision 60 ft., sloth empathy, low-light vision, scent
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 15, Dex 11, Con 12, Int 6, Wis 11, Cha 8
Skills: Listen +6, Spot +5, Swim +3
Feats: Alertness, Great Fortitude, Iron Will (B)
Environment: Any forest, hill, or plains
Organization: Solitary, pair, family (3-4), or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Ground Weresloth, Sloth Form
Medium Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+8
Attack: Claw +8 melee (1d4+4)
Full Attack: 2 claws +8 melee (1d4+4) and bite +3 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pin down
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, scent, sloth empathy
Saves: Fort +13, Ref +5, Will +3
Abilities: Str 19, Dex 13, Con 20, Int 6, Wis 11, Cha 8
Skills: Listen +6, Spot +5, Swim +5
Feats: Alertness, Great Fortitude, Iron Will (B)
Environment: Any forest, hill, or plains
Organization: Solitary, pair, family (3-4), or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Ground Weresloth, Hybrid Form
Medium Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+8
Attack: Falchion +8 melee (2d4+6/18-20) or claw +8 melee (1d4+4) or javelin +5 ranged (1d6+4)
Full Attack: Falchion +8 melee (2d4+6/18-20); or 2 claws +8 melee (1d4+4) and bite +3 melee (1d6+2); or javelin +5 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, scent, sloth empathy
Saves: Fort +13, Ref +5, Will +3
Abilities: Str 19, Dex 13, Con 20, Int 6, Wis 11, Cha 8
Skills: Listen +6, Spot +5, Swim +5
Feats: Alertness, Great Fortitude, Iron Will (B)
Environment: Any forest, hill, or plains
Organization: Solitary, pair, family (3-4), or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
This burly creature, half humanoid and half beast, is covered in a pelt of foot-long hair. Its head is somewhat sheep-like, with dull eyes and small blunt teeth. The creature's arms are far more formidable, powerfully muscled and ending in long, curved claws.
Ground weresloths in humanoid form tend to have pot-bellies and robust arms. Their hair is usually long, unkempt hair and is often tangled with twigs, leaves and other debris. Ground weresloths typically live as forest aborigines, dressing themselves in very basic garments such as breechcloths or skirts, usually woven from the fibers of local plants.
The weresloth presented here is a 1st-level half-orc warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10.
COMBAT
Ground weresloths are not typically aggressive, but they are violent when roused. Unimaginative combatants, they prefer to rush into melee, usually remembering to change into animal or hybrid for the fight. In humanoid form, they fight with weapons as available, while their strong instinct in sloth form is to pin down their opponent.
Alternate Form (Su): A weresloth can assume the form of a lesser ground sloth or a sloth-humanoid hybrid.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weresloth’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex): If a ground weresloth in animal form hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check.
Pin Down (Ex): A ground weresloth in animal form can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the weresloth's claw. Pinned opponents take claw damage each round they are pinned, including the round in which the pin is established.
Sloth Empathy (Ex): Communicate with tree sloth, ground sloth and dire sloth, and +4 racial bonus on Charisma-based checks against tree sloth, ground sloth and dire sloth.
Giant Weresloth, Hill Giant Form
Large Giant (Shapechanger)
Hit Dice: 12d8+48 plus 8d8+72 (210 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22
Base Attack/Grapple: +15/+26
Attack: Greatclub +22 melee (2d8+10) or slam +21 melee (1d4+7) or rock +14 ranged (2d6+7)
Full Attack: Greatclub +22/+17/+12 melee (2d8+10) or 2 slams +21 melee (1d4+7) or rock +14 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Alternate form, darkvision 60 ft., sloth empathy, low-light vision, rock catching, scent
Saves: Fort +20, Ref +9, Will +9
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7
Skills: Climb +9*, Jump +7*, Listen +9, Spot +12
* includes -3 armor penalty from hide armor
Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +7
Giant Weresloth, Mylodon Form
Large Giant (Shapechanger)
Hit Dice: 12d8+48 plus 8d8+72 (210 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +15/+30
Attack: Claw +26 melee (1d6+11)
Full Attack: 2 claws +26 melee (1d4+11) and bite +20 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pin down, trample 1d10+16
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, scent, sloth empathy
Saves: Fort +25, Ref +10, Will +9
Abilities: Str 33, Dex 10, Con 29, Int 6, Wis 12, Cha 7
Skills: Climb +16, Jump +14, Listen +9, Spot +12
Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +7
Giant Weresloth, Hybrid Form
Large Giant (Shapechanger)
Hit Dice: 12d8+48 plus 8d8+72 (210 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +15/+30
Attack: Greatclub +26 melee (2d8+16) or claw +26 melee (1d6+11) or rock + 20 ranged (2d6+11)
Full Attack: Greatclub +26/+21/+16 melee (2d8+10); or 2 claws +26 melee (1d6+11) and bite +20 melee (1d8+5); or rock + 20 ranged (2d6+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, rock throwing
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, rock catching, scent, sloth empathy
Saves: Fort +20, Ref +10, Will +9
Abilities: Str 33, Dex 10, Con 29, Int 6, Wis 12, Cha 7
Skills: Climb +16, Jump +14, Listen +9, Spot +12
Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +7
This giant beastman is at least twice as tall as a human. A thick pelt of hair almost buries its hulking body and huge forearms. The creature has a long, sheep-like head, with dull eyes peering out through its hair. Its jaws are unimpressive, with small and blunt teeth, but its hands are armed with enormous, curved claws.
In giant form, these weresloths usually look like ordinary hill giants with exceptionally long hair, tangled with branches, filth and other detritus. They prefer to live in wooded hills, using caves for shelter. Their culture is primitive even for a hill giant. Giant weresloths normally dress in skins and crudely woven kilts or ponchos.
COMBAT
Giant weresloths are not typically aggressive, but they are violent when roused. Unimaginative combatants, they prefer to rush into melee, usually remembering to change into animal or hybrid for the fight. In giant form, they fight with weapons and thrown rocks, while their strong instinct in sloth form is to pin down and trample their opponent.
Alternate Form (Su): A weresloth can assume the form of a ground sloth or a sloth-humanoid hybrid.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weresloth’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex): If a giant weresloth in animal form hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check.
Pin Down (Ex): A giant weresloth in animal form can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the weresloth's claw. Pinned opponents take trample damage each round they are pinned, including the round in which the pin is established.
Sloth Empathy (Ex): Communicate with tree sloth, ground sloth and dire sloth, and +4 racial bonus on Charisma-based checks against tree sloth, ground sloth and dire sloth.
Trample (Ex): Reflex half DC 31. The save DC is Strength-based.
Originally appeared in Dragon Magazine #40 (1980).