Special Conversion Thread: Lycanthropes and their ilk

Shade

Monster Junkie
This thread will deal with the remaining lycanthropes, therianthropes, and similar shapechangers.

I have a feeling headaches are coming my way... :heh:
 

Shade

Monster Junkie
Lycanthrope, Werecamel
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 7
MOVE: 21"
HIT DICE: 6 + 6
% IN LAIR: 20%
TREASURE TYPE: B,S
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: Spitting
SPECIAL DEFENSES: Hit only by silver or magic weapons
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
LEVEL/XP VALUE: V/475 + 8/hp

Werecamels are lycanthropes able to assume camel form. (For more general details on lycanthropy, see page 63 of the Monster Manual.). A werecamel can summon 1-4 camels, which arrive in 2-12 turns. In camel form, it can go for weeks in the desert without requiring water.

Werecamels can attack by biting, which may infect the victim with lycanthropy according to AD&D Game specifications, or by spitting. This spit has a 30' range. If a normal "to hit" roll is successful, the spittle has a 50% chance of blinding the victim for 2-8 rounds. There is no saving throw.

Originally appeared in Polyhedron #29 (1986).
 

freyar

Extradimensional Explorer
Well, at least we're not starting with anything too weird.

Ability score modifications in hybrid or animal forms should be Str +8, Dex +6, Con +4 from the SRD camel. Or we could use a dire camel, which I feel we did some conversion of not too long ago.

The hybrid supposedly gets claws and a bite, but I don't see a hybrid camel getting claws. Add in a spit attack (even though the camel doesn't have it)?

Do we want to upgrade the usual lycanthropic empathy to summoning as in the original?

And add in flavor about surviving without water?
 

Cleon

Adventurer
Oh dear heavens, we're starting on the novelty lycanthropes.

The SRD Camel would seem a good place to start:

SRD said:
Camel
Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10
Base Attack/Grapple: +2/+10
Attack: Bite +0 melee (1d4+2*)
Full Attack: Bite +0 melee* (1d4+2*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Warm deserts
Organization: Domesticated or herd (6-30)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
The AC and attacks look OK, just make the bite a standard attack/damage natural weapon instead of a secondary attack/damage one.

If it can transmit lycanthropy through its bite does that mean it's via saliva? In that case, shouldn't its spit attack be infectious as well?

Adding the SRD camel to a 1st level warrior "Lyco-style" would result in a 4 Hit Dice creature, 2 HD fewer than the Polyhedron version.

What we really need is a 5HD Camel as a base creature. Enworld's got a 14 HD Dire Camel and a 7 HD Giant Camel, but both of those are too powerful. Hmm, the War Camel in Sandstorm has 4 HD but I don't think it's OGL, it also has hoof attacks that the werecamel doesn't. We could use it as inspiration, though.
 

Shade

Monster Junkie
With these lycanthropes, I'd place a greater emphasis on retaining the correct alternate form than original HD. Thus, I'm perfectly content to use the SRD camel. We could jazz 'em up a bit with the "transfer lycanthropy via spittle" attack.
 

Cleon

Adventurer
With these lycanthropes, I'd place a greater emphasis on retaining the correct alternate form than original HD. Thus, I'm perfectly content to use the SRD camel. We could jazz 'em up a bit with the "transfer lycanthropy via spittle" attack.
That's OK by me. I'll use the Lycanthrope template on a Camel and 1st level human warrior, then add a Spit attack and the Sure Step SQ some of the Sandstorm camels have. I like the idea of them wielding glaives, for some reason.

That gives us:
 

Cleon

Adventurer
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.
 
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Shade

Monster Junkie
Sweeeeeeet. :D

Since the sure feet ability actually requires Sandstorm to use, I moved it to an underbar.

Intimidate and Swim for the warrior skills? Listen and Spot are the camel's class skills.
 

Cleon

Adventurer
Intimidate and Swim for the warrior skills? Listen and Spot are the camel's class skills.
I'd rather max out Intimidate and split the rest between Handle Animal and Ride.

Skills Ranks: Handle Animal 2, Intimidate 4, Listen 3, Spot 3, Ride 2

Skills (Human Form): Handle Animal +1*, Intimidate +3*, Listen +3, Spot +3, Ride +2
Skills (Were Forms): Handle Animal +1*, Intimidate +3*, Listen +3, Spot +3, Ride +5

*skills have +4 bonus vs camels.

It sure looks silly to have a higher Ride skill in its wereforms but it's an inevitable consequence of the higher Dex bonus (just imagine what it looks like!)
 

Mortis

Visitor
I've just noticed that the werecamel gets a +4 racial bonus to swim in camel form but it doesn't have swim listed under it's skills - deliberate?

Regards
Mortis
 

Shade

Monster Junkie
Wereram
No. Appearing: 2-12
Armor Class: 6
Move: 9”
Hit Dice: 4+1
% in Lair: 20%
Treasure Type: C
No. of Attacks: 1
Damage/Attack: 2-8
Special Attacks: Nil
Intelligence Average
Alignment Lawful good
Size M

Wererams are 15% likely to be found in mountain dwelling herds of giant sheep or goats: They appear as shaggy, ram-headed humanoids and generally avoid all contact with the outside world. It is possible that they use giant goats as mounts. They attack, when sorely pressed, by butting.

Originally appeared in Dragon Magazine #40 (1980).
 

Cleon

Adventurer
I've just noticed that the werecamel gets a +4 racial bonus to swim in camel form but it doesn't have swim listed under it's skills - deliberate?

Regards
Mortis
We should cut out the racial bonus to Swim, not add the Skill.

I'd forgotten how it got in there, but on reflection I'd copied the Werebear stats from the SRD to use as the outline for the Werecamel and forgot to cut the bear's racial bonus out. Camels don't have any racial bonuses, so the Werecamel shouldn't either.

Indeed, the Werecamel shouldn't have a racial skills entry, since it doesn't have any.
 

Cleon

Adventurer
Wereram
No. Appearing: 2-12
Armor Class: 6
Move: 9”
Hit Dice: 4+1
% in Lair: 20%
Treasure Type: C
No. of Attacks: 1
Damage/Attack: 2-8
Special Attacks: Nil
Intelligence Average
Alignment Lawful good
Size M

Wererams are 15% likely to be found in mountain dwelling herds of giant sheep or goats: They appear as shaggy, ram-headed humanoids and generally avoid all contact with the outside world. It is possible that they use giant goats as mounts. They attack, when sorely pressed, by butting.

Originally appeared in Dragon Magazine #40 (1980).
Well Enworld has 3.0 stats for a Sheep and 3.5 stats for a Giant Sheep.

Which of the two are we using for our werebeast? I prefer the Giant Sheep, since it'll make a more formidable foe. We "shortchanged" out Werecamel out of a couple of HD so it'll balance out if we give this one an extra HD. :D
 

Shade

Monster Junkie
We should cut out the racial bonus to Swim, not add the Skill.

I'd forgotten how it got in there, but on reflection I'd copied the Werebear stats from the SRD to use as the outline for the Werecamel and forgot to cut the bear's racial bonus out. Camels don't have any racial bonuses, so the Werecamel shouldn't either.

Indeed, the Werecamel shouldn't have a racial skills entry, since it doesn't have any.
In retrospect, I should have questioned why a camel was swimming! :lol:

I'll fix it.

Well Enworld has 3.0 stats for a Sheep and 3.5 stats for a Giant Sheep.

Which of the two are we using for our werebeast? I prefer the Giant Sheep, since it'll make a more formidable foe. We "shortchanged" out Werecamel out of a couple of HD so it'll balance out if we give this one an extra HD. :D
Hmm...neither is a good fit, actually. Both seem to assume ewes. We need a headbutt attack rather than a bite. We may need to stat up a generic "ram".
 

Cleon

Adventurer
In retrospect, I should have questioned why a camel was swimming! :lol:

To get to the other bank. :)
Hmm...neither is a good fit, actually. Both seem to assume ewes. We need a headbutt attack rather than a bite. We may need to stat up a generic "ram".
Easy enough:

Ram
Medium Animal
Hit Dice:2d8+2 (11 hp)
Initiative:+1
Speed:30 ft. (6 squares)
Armor Class:13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple:+1/+2
Attack:Horns +2 melee (1d4+1)
Full Attack:Horns +2 melee (1d4+1)
Space/Reach:5 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities:Low-light vision
Saves:Fort +4, Ref +4, Will +0
Abilities:Str 12, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Skills:Listen +5, Spot +5
Feats:Alertness
Environment:Any land
Organization:Flock (1-8 plus 10-100 sheep plus 50% noncombatants)
Challenge Rating:1/2
Treasure:None
Alignment:Always neutral
Advancement:3 HD (Medium)
Level Adjustment: —

The statistics here describe a powerful male sheep, use standard sheep stats for females and lesser males.

COMBAT
Rams usually flee from threats, but may charge opponents who threaten their ewes and lambs.

Powerful Charge (Ex): When a ram charges, its horns attack deals 2d4+2 points of damage.


Ram, Giant
Large Animal
Hit Dice:4d8+16 (34 hp)
Initiative:+0
Speed:30 ft. (6 squares)
Armor Class:16 (-1 size, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple:+3/+12
Attack:Bite +7 melee (1d6+7) or horns +8 melee (1d8+7)
Full Attack:Bite +7 melee (1d6+7) or horns +8 melee (1d8+7)
Space/Reach:10 ft./5 ft.
Special Attacks: Powerful charge, stampede
Special Qualities:Low-light vision
Saves:Fort +8, Ref +4, Will +2
Abilities:Str 20, Dex 11, Con 18, Int 1, Wis 11, Cha 4
Skills:Listen +5, Spot +6
Feats:Alertness, Weapon Focus (horns)
Environment:Temperate mountains, hills, and plains
Organization:Flock (1-8 plus 10-100 giant sheep plus 50% noncombatants)
Challenge Rating:2
Treasure:None
Alignment:Always neutral
Advancement:5-8 HD (Large); 9-10 HD (Huge)
Level Adjustment: —


This massive sheep is larger than a horse, with spectacular curled horns.

Giant rams are big and powerful specimens of male giant sheep. They are nearly identical to their lesser cousins except in size. They are often raised as livestock by giants. Use giant sheep stats for females and immature males.

A giant ram is 6 to 8 feet long and weighs 1000 to 1300 pounds.

COMBAT
Giant rams usually flee from creatures that appear to be powerful predators, but may charge opponents who threaten their ewes and lambs.

Powerful Charge (Ex): When a giant ram charges, its gore attack deals 2d8+10 points of damage.

Stampede (Ex): A frightened flock of giant sheep flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five sheep in the flock (Reflex DC 16 half ). The save DC is Strength-based.
 

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