• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Special Conversion Thread: Lycanthropes and their ilk

Cleon

Legend
Want just to make it an elf?

Or is it all set?

I'd rather keep the standard Weresmilodon a human, making it an elf will add a bunch more changes.

The Handle Animal and Intimidate of the standard Weresmilodon should be +2. (2 ranks +0 Charisma modifier) as indicated two posts ago.

I think Shade counted the increased Charisma twice.

Looks like we're done with the stats, but I might as well give them a last going-over.

That said, I would prefer there to be a "Sample Dire Lycanthrope" line before the Weresmilodon stats, although it's not strictly necessary.
 

log in or register to remove this ad


Shade

Monster Junkie
Updated.

Here's another one for our sample section...

Weredire
No. Appearing: 1-6
Armor Class: 5
Move: 15”
Hit Dice: 5+5
% in Lair: 15%
Treasure Type: C
No. of Attacks: 1
Damage/Attack: 1-8
Special Attacks: Surprise
Intelligence: Low
Alignment Neutral evil
Size L

This lycanthrope suffered the same fate as the weresabre; as dire wolves became less common and were replaced by normal wolves, so weredires died out until they are regarded as almost extinct. They are much like a larger version of a werewolf, with a grayer fur. They surprise on a 1-3, and attack by biting.

Originally appeared in Dragon Magazine #40 (1980).


First things first..."Dire Werewolf" or "Weredirewolf"?
 


Cleon

Legend

I went through it and there are a few errors.

There's a missing space in the Attack entry:

Attacks: Same as the base creature or base animal, depending on which form the dire lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.

You've still got the skills mixed up. The hybrid form has the human skills and is missing the armour penalty, and the human form has the hybrid skills!

The Elf Sabrelord is also missing some ranks.

Skills should be:

Weresmilodon
Human Form:
Balance +3, Climb +2, Handle Animal +2, Hide +6*, Intimidate +2, Jump +4, Listen +7, Move Silently +6, Spot +7 (includes -1 armor check penalty)
Smilodon Form: Balance +6, Climb +10, Handle Animal +2, Hide +5*, Intimidate +2, Jump +16, Listen +7, Move Silently +9, Spot +7
Hybrid Form: Balance +6, Climb +10, Handle Animal +2, Hide +5*, Intimidate +2, Jump +12, Listen +7, Move Silently +9, Spot +7

Sabrelord
Elf Form: Balance +7, Handle Animal +9, Hide +25*, Intimidate +12, Jump +5, Listen +19, Move Silently +25, Ride +5, Spot +19, Survival +15
Smilodon Form: Balance +9, Handle Animal +9, Hide +23*, Intimidate +12, Jump +16, Listen +19, Move Silently +27, Ride +7, Spot +19, Survival +15
Hybrid Form: Balance +9, Handle Animal +9, Hide +23*, Intimidate +12, Jump +12, Listen +19, Move Silently +27, Ride +7, Spot +19, Survival +15
 

Cleon

Legend
Well as a thought, the Werewolf Lord in the Monster Manual/SRD uses a Dire Wolf for its animal/hybrid form.

I guess this will be a watered down version. i.e. a level of warrior rather 10 levels of fighter.

Yes, that makes sense.

I guess we're adding these to the samples of our Dire Lycanthrope template?

Oh, and I like "Dire Werewolf" more than "Weredirewolf".

Might as well whip up a working draft.

EDIT: How about making it a half-orc, just for a change?

EDITED EDIT: I'm posting a Working Draft to get us started.
 
Last edited:

Cleon

Legend
Well as a thought, the Werewolf Lord in the Monster Manual/SRD uses a Dire Wolf for its animal/hybrid form.

Hmm, the SRD seems to have mixed up the Werewolf Lord's stats.

The Werewolf Lord has the saves of a Dire Wolf but the skills of a standard Wolf advanced to 6HD. A Dire Wolf gets a +2 racial bonus on Hide, Listen, Move Silently and Spot.
 

Cleon

Legend
Dire Werewolf
Dire Werewolf, Half-Orc Form

Medium Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 natural, +4 chain shirt), touch 10, flat-footed 16
Base Attack/Grapple: +5/+7
Attack: Greataxe +8 melee (1d12+3/×3); or heavy crossbow +5 ranged (1d10/19-20)
Full Attack:
Greataxe +8 melee (1d12+3/×3); or heavy crossbow +5 ranged (1d10/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +8, Ref +5, Will +7
Abilities: Str 15, Dex 11, Con 12, Int 8, Wis 11, Cha 6
Skills:
Handle Animal +0*, Hide +1**, Intimidate +0*, Listen +6, Move Silently +2, Spot +6, Survival +1
** includes -2 armor check penalty
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Dire Werewolf, Dire Wolf Form
Large Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+18
Attack: Bite +14 melee (1d8+13)
Full Attack: Bite +14 melee (1d8+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, trip
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 29, Dex 15, Con 18, Int 8, Wis 11, Cha 6
Skills:
Handle Animal +0*, Hide -1, Intimidate +0*, Listen +6, Move Silently +4, Spot +6, Survival +1*
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Dire Werewolf, Hybrid Form
Large Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+18
Attack: Greataxe +14 melee (3d6+13/×3); or bite +14 melee (1d8+9); or claw +13 melee (1d6+9)
Full Attack:
Greataxe +14 melee (3d6+13/×3) and bite +12 melee (1d8+4); or 2 claws +13 melee (1d6+9) and bite +12 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, trip
Special Qualities: Alternate form,
damage reduction 10/silver, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 29, Dex 15, Con 18, Int 8, Wis 11, Cha 6
Skills:
Handle Animal +0*, Hide -1, Intimidate +0*, Listen +6, Move Silently +4, Spot +6, Survival +1*
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Dire werewolves in humanoid form are powerfully built, with a savage cast to their features. They often have mottled hair, usually grey with dark grey and black spots and patches, but a few have black hair with pale patches or white with darker patches.

The dire werewolf presented here is based on a 1st-level half-orc warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

COMBAT

In
dire wolf or hybrid form, a dire werewolf can trip just as a normal dire wolf does. A dire werewolf in hybrid form often dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.

Alternate Form (Su): A
dire werewolf can assume a bipedal hybrid form or the form of a dire wolf.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a
dire werewolf’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Trip (Ex): A
dire werewolf in animal or hybrid form that hits with a bite attack can attempt to trip the opponent (+13 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 werewolf.

Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.

Skills: A dire werewolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*A dire werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Skill Breakdown
Handle Animal 2, Hide 1, Intimidate 2, Listen 2, Move Silently 0, Spot 2, Survival 1
Orcform: Str 15, Dex 11, Con 12, Int 8, Wis 11, Cha 6
Handle Animal +0*, Hide +1**, Intimidate +0*, Listen +6, Move Silently +2, Spot +6, Survival +1
** includes -2 armor check penalty
Wereform: Str 29, Dex 15, Con 18, Int 8, Wis 11, Cha 6
Str 15, Dex 11, Con 12, Int 8, Wis 11, Cha 6
Handle Animal +0*, Hide -1, Intimidate +0*, Listen +6, Move Silently +4, Spot +6, Survival +1*
 
Last edited:



Remove ads

Top