Special Conversion Thread: Lycanthropes and their ilk

Cleon

Adventurer
Wereram working draft

Weresheep

Weresheep, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 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: +4/+5
Attack: Quarterstaff +5 melee (1d6+1); or sling +4 ranged (1d4+1)
Full Attack:
Quarterstaff +5 melee (1d6+1); or sling +4 ranged (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, ovine empathy, low-light vision, scent
Saves: Fort +7, Ref +4, Will +6
Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +3, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresheep, Sheep Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+14
Attack:
Gore +10 melee (1d8+9); or bite +9 melee (1d8+6)
Full Attack: Gore +10 melee (1d8+9); or bite +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, powerful charge
, stampede
Special Qualities: Alternate form, ovine empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +10, Ref +4, Will +6
Abilities:
Str 23, Dex 11, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +8, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3


Weresheep, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+20 (43 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+14
Attack: Gore +10 melee (1d8+9); or bite +9 melee (1d8+6); or quarterstaff +9 melee (1d8+9)
Full Attack:
Quarterstaff +9 melee (1d8+9) and bite +4 melee (1d8+3); or gore +10 melee (1d8+9) and bite +4 melee (1d8+3); or sling +3 ranged (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, powerful charge, stampede
Special Qualities: Alternate form, ovine empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +10, Ref +6, Will +6
Abilities:
Str 23, Dex 11, Con 20, Int 10, Wis 11, Cha 8
Skills: Handle Animal +1*, Jump +8, Listen +6, Ride +2*, Spot +6, Swim +3
Feats: Alertness, Weapon Focus (gore), Iron Will (B)
Environment: Temperate mountains, hills, and plains
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 10-100 sheep or 5-30 dire sheep)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +
3

Weresheep in humanoid form tend to be stocky with curly, pale hair. They usually dress like shepherds in simple
garments of cloth and wool that are easy to remove, repair, or replace.

Male weresheep are called wererams and have spectacular spiral horns. Female weresheep, or wereewes, are slighter in built and have smaller horns but have the same statistics as wererams.

COMBAT
Weresheeps fight just as dire
sheep do in animal form, they usually start combat with a powerful charge. In humanoid or hybrid form, they favour weapons commonly used by shepherds, such as spears, quarterstaves, slings and shortbows. The weresheep’s quarterstaff is a Medium weapon, so it can wield the weapon in one hand in hybrid form. A weresheep carries two slings, one Medium sized and one Large sized, to use in human and hybrid form.

Alternate Form (Su): A were
sheep can assume the form of a dire sheep or a sheep-humanoid hybrid.

Ovine Empathy (Ex): A weresheep can communicate with any animal of the sheep family, including sheep, dire sheep and giant sheep. A weresheep also has a +4 racial bonus on Charisma-based checks against ovines
.

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

Powerful Charge (Ex): When a weresheep charges, its gore attack deals 2d8+12 points of damage.

Stampede (Ex): A flock of weresheep and dire sheep can literally run over anything of Large size or smaller size that gets in their way, dealing 1d12 points of damage for each five weresheep or dire sheep in the flock (Reflex DC 18 half ). The weresheep must be in animal or hybrid form to contribute to the stampede damage, weresheep in human form can only start and guide a stampede. Weresheep can direct a flock of dire sheep to stampede in a particular direction with a DC20 Handle Animal check, but once the dire sheep stampede over any creature that injures them, the sheep will flee in a random direction, traveling away from perceived sources of danger. A flock entirely composed of weresheep can stampede in any direction it desires. The save DC is Strength-based.

The weresheep 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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Cleon

Adventurer
I like the giant version.
So do I, therefore I've "Lycanthropised" it to create the working draft in the former post.

Looking it over, I think we'd better change "Wereram" to "Weresheep" to follow 3E's obsession with gender equality.

Dang it, I've spotted a couple of minor errors in the stats that need fixing...
 

Shade

Monster Junkie
Looking it over, I think we'd better change "Wereram" to "Weresheep" to follow 3E's obsession with gender equality.
Baa...since we statted the ram as a separate critter, and these become rams, I think we should stick with "wereram". It sounds better, anyway.

How about both? We can have wererams as the main critter (since that was the original name), and have weresheep as an underbar. (Or would that be "wereewe"?)
 

Cleon

Adventurer
Baa...since we statted the ram as a separate critter, and these become rams, I think we should stick with "wereram". It sounds better, anyway.
That seems a rather wide deviation from 3rd edition's PC philosophy, aren't you concerned about being accused of subjecting poor innocent monsters to gender stereotyping. :p

How about both? We can have wererams as the main critter (since that was the original name), and have weresheep as an underbar. (Or would that be "wereewe"?)
Wouldn't wererams make more sense as a subentry of weresheep?

Overall I don't think it's worth it to split it into two monsters.
 

Shade

Monster Junkie
If we're keeping a single monster, let's call it "wereram" since if you mess with the horns, you get the ram. Or somesuch. ;)

Plus, it honors the original. I'd still like to note in the writeup that females don't have a gore attack.
 

Cleon

Adventurer
If we're keeping a single monster, let's call it "wereram" since if you mess with the horns, you get the ram. Or somesuch. ;)
Female wild sheep generally have horns (e.g. Bighorn Sheep or Dall Sheep), although some (e.g. Mouflon) have both horned and hornless females.

I suspect the lycanthrope variety is not very domesticated...

Plus, it honors the original. I'd still like to note in the writeup that females don't have a gore attack.
I'd rather honour the original with some flavour text like "Weresheep are commonly called wererams, after the spectacularly horned males of their kind."
 

Cleon

Adventurer
Alright, I surrender. ;)

Added to Homebrews.

Based on that, I'd suggest Ride as one of their skills.
Oh dear, there are so many off-colour jokes that could be woven by combining the sheep-men, giant goats, giant sheep and the skills Ride and Handle Animal I think I'd better assume they've been said and try blotting out the mental images.

*Ahem"

4 ranks apiece in Listen and Spot for the "sheep skills".

2 ranks apiece in Handle Animal, Jump, Ride and Swim for the "warrior skills"?

That works out:

Human Weresheep: Handle Animal +1* [+5 vs sheep], Jump +3, Listen +6, Ride +2* [+6 vs sheep], Spot +6, Swim +3
Sheep/Hybrid Weresheep: Handle Animal +1* [+5 vs sheep], Jump +8, Listen +6, Ride +2* [+6 vs sheep], Spot +6, Swim +3
 

Shade

Monster Junkie
Oh dear, there are so many off-colour jokes that could be woven by combining the sheep-men, giant goats, giant sheep and the skills Ride and Handle Animal I think I'd better assume they've been said and try blotting out the mental images.

*Ahem"
Ewe are baaaaaaad! :p

The rest looks good. Updated. Anything left for this one?
 

Cleon

Adventurer
Ewe are baaaaaaad! :p
No need to ram the point home, I don't suffer from woolly thinking. :angel:

The rest looks good. Updated. Anything left for this one?
I think the description of the hybrid form should make some reference to it's Large size:

Short, curly white fur covers this stocky, ogre-sized humanoid. Curly horns protrude from either side of its head.

Upon reflection, the second flavour paragraph reads better with a rearranged wereewe...

Male weresheep are called wererams and have spectacular spiral horns. Female weresheep, or wereewes, have the same statistics as wererams but are slighter in built and have smaller horns.
 

Shade

Monster Junkie
Updated.

Here's the next one...

Weresabre
No. Appearing: 1-2
Armor Class: 4
Move: 18”
Hit Dice: 7+2
% in Lair: 10%
Treasure Type: D,S,Y
No. of Attacks: 3 (5)
Damage/Attack: 2-12/1-6/1-6
Special Attacks: 1-6/1-6 rake, surprise leap
Intelligence: Average
Alignment Neutral
Size L

As the sabertoothed tiger died out, so did its lycanthrope type, until now it is extinct—or nearly so—the world over. The only known weresabres are found where sabertooths are, but the two do not associate. It may leap 30’, and surprises prey on a 1-4 roll due to its stealth and natural coloration in fields and rough terrain. It is the most powerful (and rarest) of the werecats.

Originally appeared in Dragon Magazine #40 (1980).

Here are the 3.5 sabertooth tiger stats...

Smilodon (Saber-Toothed Tiger)
Large Animal
Hit Dice: 9d8+27 (67 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+17
Attack: Bite +12 melee (2d6+7/x3)
Full Attack: Bite +12 melee (2d6+7/x3) and 2 claws +10 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce, rake 1d6+3
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 24, Dex 14, Con 16, Int 2, Wis 14, Cha 6
Skills: Balance +6, Hide +2*, Jump +15, Listen +8, Move Silently +6, Spot +8
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Cold forests
Organization: Solitary, mated pair, or pride (3-12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large)
Level Adjustment: -

Augmented Critical (Ex): A saber-toothed tiger deals triple damage if it scores a critical hit with its bite attack.

Improved Grab (Ex): To use this ability, a saber-toothed tiger must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a saber-toothed tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): A saber-toothed tiger gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +10, damage 1d6+3). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.

Scent (Ex): A saber-toothed tiger can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Skills: Saber-toothed tigers gain a +4 racial bonus on Balance, Hide, and Move Silently checks.

*In forest terrain, their Hide bonus improves to +8.
 

Cleon

Adventurer
Updated.

Here's the next one...

Weresabre
*SNIP*

Originally appeared in Dragon Magazine #40 (1980).
Hmm, its stats are very close to the AD&D 1E Sabre-Tooth Tiger. The only differences I see are that it's faster (18" vs 12") and has treasure.

Here are the 3.5 sabertooth tiger stats...

Smilodon (Saber-Toothed Tiger)
I'm presuming these are the official 3.5 stats from Frostburn.

These are going to be NASTY - A 10 HD lycanthrope with Pounce isn't a foe to be sneered at!

How about doing a "Weresabre Lord" once we've done the basic version, maybe a mid- to high level Ranger?

I'll whip up a Working Draft when I can find time.
 
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Cleon

Adventurer
Weresmilodon Working Draft

Weresmilodon

Weresmilodon, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 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: +7/+8
Attack: Greataxe +8 melee (1d12+1/×3); or longbow +7 ranged (1d8/×3)
Full Attack: Greataxe +8/+3 melee (1d12+1/×3); or longbow +7/+2 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, low-light vision
, sabre-tooth tiger empathy, scent
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +3, Climb +2, Handle Animal +1, Hide +6*, Intimidate +1, Jump +4, Listen +7, Move Silently +6, Spot +7 (includes -1 armor check penalty)
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodon, Smilodon Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Bite +14 melee (2d6+8/x3)
Full Attack: Bite +14 melee (2d6+8/x3) and 2 claws +12 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, damage reduction 10/silver, low-light vision
, sabre-tooth tiger empathy, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 15, Con 18, Int 10, Wis 11, Cha 8
Skills: Balance +6, Climb +10, Handle Animal +1, Hide +5*, Intimidate +1, Jump +16, Listen +7, Move Silently +9, Spot +7
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodon, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Bite +14 melee (2d6+8/x3); or claw +14 melee (1d6+8); or greataxe +14 melee (3d6+12)
Full Attack: Greataxe +14/+9 melee (3d6+12) and bite +12 melee (2d6+4/x3); or 2 claws +14 melee (1d6+8) and bite +12 melee (2d6+4/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, damage reduction 10/silver, low-light vision, sabre-tooth tiger empathy, scent
Saves:
Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 15, Con 18, Int 10, Wis 11, Cha 8
Skills:
Balance +6, Climb +10, Handle Animal +1, Hide +5*, Intimidate +1, Jump +12, Listen +7, Move Silently +9, Spot +7
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodons in humanoid form tend to be large and formidably muscled, with slightly pronounced upper canines. They prefer to dress in simple garments of leather or fur that are easy to remove, repair, or replace.

The weresmilodon 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.

COMBAT

Weresmilodon are canny fighters who prefer to wait for opponents to come to them before attacking, then leap or charge from ambush. Weresmilodon typically fight in hybrid form. They like to use their claws and fangs when charging opponents, since this allows them to use their pounce special attack, but usually rely on artificial weapons in regular melee.

Alternate Form (Su): A weresmilodon can assume the form of a smilodon or a smilodon-humanoid hybrid.

Augmented Critical (Ex): A weresmilodon deals triple damage if it scores a critical hit with its bite attack.

Improved Grab (Ex):
To use this ability, a weresmilodon must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex):
If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.

Rake (Ex):
A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.

Scent (Ex): A weresmilodon can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Sabre-Tooth Tiger Empathy (Ex): Communicate with tigers, smilodons, and dire tigers, and +4 racial bonus on Charisma-based checks against tigers, smilodons, and dire tigers.

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

The weresmilodon 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.

Skills: Weresmilodons gain a +4 racial bonus on Balance, Hide, and Move Silently checks.

*In forest terrain, their Hide bonus improves to +8.

In Mystara
Weresmilodon are not known to exist on on the surface of Mystara, but can be encountered in the hollow interior of that world, where they are known as weresabretooths. A Mystaran weresmilodon, like other lycanthropes that live in the Hollow World, is not affected by the full moon — for there are no moons inside Mystara's Hollow World. A weresabretooth gains the Hollow Hunger ability described below, giving it shapeshifting problems based on hunger instead.
Hollow Hunger (Ex): The lycanthropes of Mystara's Hollow World are not tied to the cycle of the moon, their shapeshifting is driven by hunger instead.

A Hollow World lycanthrope (both true and afflicted lycanthropes) can only derive nourishment by eating fresh meat while in animal or hybrid form. It may not satisfy its hunger with any other food. If a Hollow World lycanthrope goes for 24 hours without satisfying its hunger for flesh, it must succeed at a DC20 Control Shape check or involuntarily assume animal form and hunt for prey. If it succeeds, the lycanthrope must make additional Control Shape checks every 24 hours (DC 20 plus 5 per additional day), or whenever it is presented with fresh meat or prey. Once a hungry Hollow World lycanthrope makes an involuntarily change, it cannot change back to humanoid form until it has fed.

A true lycanthrope with hollow hunger has Control Shape as a class skill for all its classes and its levels of animal. It also has a +5 racial bonus on Control Shape checks.
Weresmilodon Sabrelord

Weresmilodon Sabrelord, Elf Form
Elite Weresmilodon Wood Elf 12th-level ranger
Medium Humanoid (Elf, Shapechanger)
Hit Dice: 12d8+24 plus 9d8+45 (163 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 natural, +3 Dex, +3 masterwork studded leather armor), touch 13, flat-footed 15
Base Attack/Grapple: +18/+21
Attack:
Battleaxe +21 melee (1d8+4/19-20/×3); or shortsword +21 melee (1d6+4/17-20); or mighty [+3] composite longbow +21 ranged (1d8+3/×3)
Full Attack:
Battleaxe +21/+16/+11/+6 melee (1d8+4/19-20/×3); or battleaxe +19/+14/+9/+4 melee (1d8+3/19-20/×3) and shortsword +19/+14/+9 melee (1d6+1/17-20); or mighty [+3] composite longbow +21/+16/+11/+6 ranged (1d8+3/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Combat style, combat style mastery, favored enemy, improved combat style
Special Qualities: Alternate form, animal companion, evasion, low-light vision
, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +16, Ref +17, Will +11
Abilities:
Str 16, Dex 16, Con 15, Int 10, Wis 10, Cha 10
Skills: Balance +7, Handle Animal +9, Hide +25*, Intimidate +12, Jump +5, Listen +19, Move Silently +25, Ride +5, Spot +19, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodon Sabrelord, Smilodon Form
Elite Weresmilodon Wood Elf 12th-level ranger
Large Humanoid (Elf, Shapechanger)
Hit Dice:
12d8+24 plus 9d8+45 (163 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +18/+32
Attack:
Attack: Bite +27 melee (2d6+10/x3)
Full Attack: Bite +27 melee (2d6+10/x3) and 2 claws +25 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities:
Alternate form, animal companion, damage reduction 10/silver, evasion, low-light vision, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +19, Ref +19, Will +11
Abilities: Str 30, Dex 20, Con 21, Int 10, Wis 10, Cha 10
Skills: Balance +9, Handle Animal +9, Hide +23*, Intimidate +12, Jump +16, Listen +19, Move Silently +27, Ride +7, Spot +19, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodon Sabrelord, Hybrid Form
Elite Weresmilodon Wood Elf 12th-level ranger
Large Humanoid (Elf, Shapechanger)
Hit Dice: 12d8+24 plus 9d8+45 (163 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +18/+32

Attack: Bite +27 melee (2d6+10/x3); or claw +27 melee (1d6+10); or battleaxe +27 melee (2d6+15/x3); or shortsword +27 melee (1d8+15/19-20)
Full Attack:
Battleaxe +25/+20/+15/+10 melee (2d6+10) and shortsword +25/+20/+15 melee (1d8+5/19-20) and bite +25 melee (2d6+5/x3); or battleaxe +25/+20/+15/+10 melee (2d6+10) and claw +25 melee (1d6+5) and bite +25 melee (2d6+5/x3); or 2 claws +27 melee (1d6+10) and bite +25 melee (2d6+5/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks:
Augmented critical, combat style, combat style mastery, curse of lycanthropy, favored enemy, improved grab, improved combat style, pounce, rake 1d6+4
Special Qualities: Alternate form, animal companion, damage reduction 10/silver, evasion, low-light vision, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +19, Ref +19, Will +11
Abilities: Str 30, Dex 20, Con 21, Int 10, Wis 10, Cha 10
Skills: Balance +9, Handle Animal +9, Hide +23*, Intimidate +12, Jump +12, Listen +19, Move Silently +27, Ride +7, Spot +19, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

The sabrelord presented here is a 12th-level wood elf ranger and natural lycanthrope, using the following base ability scores:
Str 16, Dex 16, Con 15, Int 10, Wis 8, Cha 10.

COMBAT

Weresmilodon are canny fighters who prefer to wait for opponents to come to them before attacking, then leap or charge from ambush. Weresmilodon typically fight in hybrid form. They like to use their claws and fangs when charging opponents, since this allows them to use their pounce special attack, but usually rely on artificial weapons in regular melee.

Alternate Form (Su): A weresmilodon can assume the form of a smilodon or a smilodon-humanoid hybrid.

Augmented Critical (Ex): A weresmilodon deals triple damage if it scores a critical hit with its bite attack.

Improved Grab (Ex):
To use this ability, a weresmilodon must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex):
If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.

Rake (Ex):
A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.

Scent (Ex): A weresmilodon can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Sabre-Tooth Tiger Empathy (Ex): Communicate with tigers, smilodons, and dire tigers, and +4 racial bonus on Charisma-based checks against tigers, smilodons, and dire tigers.

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

The weresmilodon 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.

Skills: Weresmilodons gain a +4 racial bonus on Balance, Hide, and Move Silently checks.

*In forest terrain, their Hide bonus improves to +8.

SKILL BREAKDOWN
Human: Balance 0+4+0Dex-1^, Climb 2+1Str-1^, Handle Animal 2-1Cha*, Hide 3+4*+0Dex-1^, Intimidate 2-1Cha*, Jump 4+1Str-1^, Listen 5+0Wis+2, Move Silently 3+4+0Dex-1^, Spot 5+0Wis+2
Skills: Balance +3^, Climb +2^, Handle Animal +1*, Hide +7*^, Intimidate +1*, Jump +4^, Listen +7, Move Silently +6^, Spot +7
^includes -1 armor check penalty

Smilodon/Hybrid: Balance 0+4+2Dex, Climb 2+8Str, Handle Animal 2-1Cha*, Hide 3+4*+2Dex-4siz, Intimidate 2-1Cha*, Jump 4+8Str+4spd, Listen 5+0Wis+2, Move Silently 3+4+2Dex, Spot 5+0Wis+2
Skills:
Balance +6, Climb +10, Handle Animal +1*, Hide +5*, Intimidate +1*, Jump +16, Listen +7, Move Silently +9, Spot +7
 
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Cleon

Adventurer
I'd like to point out a couple of things about the working draft.

Firstly, I'm calling them "Weresmilodons", since "Weresabres" suggests they turn into curved swords in the full moon.

Secondly, the Frostburn Smilodon's secondary natural attacks have a -2 penalty instead of the standard -5, but it doesn't have Multiattack in its feats! To correct this egregious error I've given the Weresmilodon Multiattack as a the bonus feat.

Thirdly, I don't like the way the SRD Lycanthrope template says lycanthropes don't get the animal form's special attacks when in hybrid form.

I've stretched the template a little by giving its bite Augmented Critical, but I'd much rather ignore the template entirely and let it pounce, grab and rake in hybrid form. That would require the following changes:

Improved Grab (Ex): To use this ability, a weresmilodon must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.

Rake (Ex): A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.
 
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freyar

Extradimensional Explorer
Hmm, maybe Shade can remind me if we've stretched the template in similar way before (like with the polarwere or something). I'm not opposed, but perhaps we should change the name to something that doesn't seem quite so purely lycanthropic if we do.
 

Shade

Monster Junkie
Hmm, maybe Shade can remind me if we've stretched the template in similar way before (like with the polarwere or something). I'm not opposed, but perhaps we should change the name to something that doesn't seem quite so purely lycanthropic if we do.
Yeah, you're probably right. The strict interpretation of the lycanthrope template wouldn't allow for it. We could make it a unique shapechanger like the polarwere, or a template to apply to an existing lycanthrope (like the winter werewolf template in Dungeon Magazine #84.
 

Cleon

Adventurer
Yeah, you're probably right. The strict interpretation of the lycanthrope template wouldn't allow for it. We could make it a unique shapechanger like the polarwere, or a template to apply to an existing lycanthrope (like the winter werewolf template in Dungeon Magazine #84.
I'd prefer to stretch the rules. It's the best way to keep them limber. ;)
 

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