Werecamel Working Draft
Werecamel
Werecamel, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +3/+4
Attack: Glaive +4 melee (1d10+1/×3) or javelin +3 ranged (1d6+1)
Full Attack: Glaive +4 melee (1d10+1/×3) or javelin +3 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, camel empathy, low-light vision, scent
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: 8 (warrior) plus 6 (camel)
Feats: Alertness, Endurance, Iron Will (B), plus one (B)
Environment: Warm deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 6-30 camels)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Werecamel, Camel Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+7)
Full Attack: Bite +7 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, spit
Special Qualities: Alternate form, camel empathy, damage reduction 10/silver, low-light vision, scent, sure feet
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 21, Dex 17, Con 16, Int 10, Wis 11, Cha 8
Skills: 8 (warrior) plus 6 (camel)
Feats: Alertness, Endurance, Iron Will (B), plus one (B)
Environment: Warm deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 6-30 camels)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Werecamel, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+9 (28 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+5); or claw +7 melee (1d6+5); or glaive +5 melee (1d10+7/×3)
Full Attack: Claw +7 melee (1d6+5) and glaive +3 melee (1d10+2/×3) and bite +2 melee (1d8+2) or 2 claws +7 melee (1d6+5) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, camel empathy, damage reduction 10/silver, low-light vision, scent, sure feet
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 21, Dex 17, Con 16, Int 10, Wis 11, Cha 8
Skills: 8 (warrior) plus 6 (camel)
Feats: Alertness, Endurance, Iron Will (B), plus one (B)
Environment: Warm deserts
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 6-30 camels)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Werecamels in humanoid form tend to be gangly and hunch-backed. Their features are usually coarse, with large, broad noses. They dress in simple cloth and leather garments that are easy to remove, repair, or replace.
COMBAT
Werecamels fight just as camels do in animal form. In humanoid or hybrid form, they favour javelins and 2-handed slashing polearms such as glaives. The werecamel’s glaive is a Medium weapon, so it can wield the weapon in one hand in hybrid form.
Alternate Form (Su): A werecamel can assume the form of a camel or a camel-humanoid hybrid.
Camel Empathy (Ex): Communicate with camels and dire camels, and +4 racial bonus on Charisma-based checks against camels and dire camels.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a werecamel’s bite or spit attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Spit (Ex): A werecamel in animal or hybrid form can spit in an enemy's face as a standard attack. This is a ranged touch attack with a 20 ft. range. If it hits, the opponent must succeed at a DC 15 Reflex save or be blinded for 1d3 rounds. If the spit blinds a humanoid or giant they must also save versus the werecamel's curse of lycanthropy. An opponent can remove the blindness by spending a standard-action to shake or rub the spittle out of their eyes. The save DC is Dexterity-based.
Sure Feet (Ex): Werecamels in animal or hybrid form have broad feet that help them travel easily over sand and similar loose surfaces. They treat shallow sand as normal terrain and deep sand as shallow sand. See Sandstorm, page 18, for descriptions of shallow and deep sand.
Skills: Werecamels have a +4 racial bonus on Swim checks in any camel form. This is a copy-and-paste holdover from the werebear and should be ignored
The werecamel presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.