Special Conversion Thread: Lycanthropes and their ilk


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Cleon

Legend
I've statted up a "Standard Werejaguar" by converting the Wereleopard.

The only tricky bit was recalculating the skill ranks.

Might as well post it.
 

Cleon

Legend
Werejaguar Working Draft

Werejaguar

Werejaguar, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+12 (35 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/+5
Attack: Spear +5 melee (1d8+1/×3) or spear +4 ranged (1d8+1/×3)
Full Attack: Spear +5 melee (1d8+1/×3) or spear +4 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, jaguar empathy, low-light vision, scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +1, Climb +1, Handle Animal +3, Hide +1, Jump +2, Listen +6, Move Silently +1, Spot +6, Swim +2
Feats: Alertness, Combat Reflexes, Iron Will (B), Multiattack (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Werejaguar, Jaguar Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+12 (35 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+9
Attack: Bite +9 melee (1d8+5)
Full Attack: Bite +9 melee (1d8+5) and 2 claws +7 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d3+2
Special Qualities: Alternate form, jaguar empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 21, Dex 19, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +11, Climb +13, Handle Animal +3, Hide +9*, Jump +16, Listen +6, Move Silently +9, Spot +6, Swim +12
Feats: Alertness, Combat Reflexes, Iron Will (B), Multiattack (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Werejaguar, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+12 (35 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+9
Attack: Spear +9 melee (1d8+7/×3); or claw +9 melee (1d4+5); or spear +8 ranged (1d8+5/×3)
Full Attack: Spear +9 melee (1d8+7/×3) and bite +7 melee (1d8+2); or 2 claws +9 melee (1d4+5) and bite +7 melee (1d8+2); or spear +8 ranged (1d8+5/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, jaguar empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 21, Dex 19, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +11, Climb +13, Handle Animal +3, Hide +9*, Jump +12, Listen +6, Move Silently +9, Spot +6, Swim +12
Feats: Alertness, Combat Reflexes, Iron Will (B), Multiattack (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

An athletic, muscular humanoid with the head, claws and tail of a great cat. The creature's skin is hidden by lush fur, creamy white on its belly, golden with black spots elsewhere.

The werejaguar 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

A werejaguar will try to ambush opponents, ideally from behind. They mostly use their spears to make ranged attacks, favoring their claws and fangs for melee. Werejaguars are secretive and prefer to kill in jaguar form, since witnesses often mistake them for mundane animals. This allows the lycanthrope to hide in human guise when hunters search for the "man-eating jaguar". Werejaguars normally only fight in hybrid form when they are confident about leaving no survivors or if their true nature has already been exposed.

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

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

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

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

Pounce (Ex): If a werejaguar in jaguar form charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d3+2.

Skills: In jaguar or hybrid form, werejaguars have a +6 racial bonus on Balance, Jump and Swim checks plus a +4 racial bonus on Hide and Move Silently checks. A werejaguar in jaguar or hybrid form has a +8 racial bonus to Climb checks and it can always choose to take 10 on a Climb check, even if rushed or threatened.

*In areas of tall grass or heavy undergrowth, the Hide bonus of a werejaguar in jaguar or hybrid form improves to +8.
 
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Cleon

Legend
Wouldn't they just be normal werejaguars with cleric or adept levels?

They are basically just cleric werejaguars, the only real difference is they have no voluntary control of their shapechanging, but their Alternate Form goes through a fixed cycle - on the week of the full moon they are in Animal Form, on the week of the dark moon they are in Human form, in the intervening periods they are in Hybrid Form.

I'm thinking if we want to make them interesting we'd better jazz them up a bit, maybe with bonus feats (Natural Spell?), altering their Damage Reduction (obsidian instead of silver?), and giving them a more flexible shapechanging that's still following a lunar cycle - e.g. they must assume Human form on a day with a dark moon, can't assume Animal Form in a week with a dark moon, can't assume Human form in a week with a full moon, and must assume Animal Form on a night with a full moon?
 

freyar

Extradimensional Explorer
Hmmmmm. I'm still not sure they're worth the effort. I suppose an underbar with a few comments would be fine. Maybe the bonus feat, maybe lunar-cycle-dependent penalties to Change Shape checks.
 

Cleon

Legend
Hmmmmm. I'm still not sure they're worth the effort. I suppose an underbar with a few comments would be fine. Maybe the bonus feat, maybe lunar-cycle-dependent penalties to Change Shape checks.

Well, I was thinking we may need to jazz it up a bit with some special abilities.

Maybe make them non-Lycanthropic shapechangers which don't have the additional "Animal HD" of a werecreature. The Dragon #70 doesn't give a typical cleric level for they're Werejaguars. The only Werejaguar that has a quoted level is their leader, who's 26th level.

The Dragon #70 Werejaguar has 5+3 HD, so I'm thinking we could make it a template that can apply to Tezcatlipoca-worshipping humanoid that can cast 3rd level divine spells. Then it'll mostly be 5th+ level clerics who become Werejaguar Priests, and they'll usually have HD = class levels.
 

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