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Special Conversion Thread: Lycanthropes and their ilk

I might whip up a Working Draft for a Werelion tonight if I'm feeling energetic, but I'm not making any promises.

Oh, there's also a Werelion in the Al-Qadim Monstrous Compendium. Do we want to use any of that?

...checking the Al-Qadim version the mechanics are pretty close, but they're Lawful Evil rather than Lawful Neutral.

The AQ version's slightly tougher (HD 6+6, Attacks 1-6/1-6/2-12 & 2-8/2-8 rear claws) and can jump 60'.

So we want to stat them separately or say it's a purely social difference and the AQ version has the same stats as standard Werelions?

I'm tempted to give the Zakharan Werelion at least a subentry of its own.
 
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Does that mean Zakharan lions are tougher than regular lions, following the usual lycanthrope rules?

Could do stats for standard Werelions and Dire werelions, and not that in Zakhara most werelions are Dire and Evil?

Anyhow, I might as well start on some stats for "regular" Werelions...
 

Werelion Working Draft

Werelion

Werelion, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+15 (43 hp)
Initiative: +4
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: Spear +5 melee (1d8+1/×3); or shortsword +5 melee (1d6+1/19-20); or spear +4 ranged (1d8+1/×3)
Full Attack: Spear +5 melee (1d8+1/×3); or shortsword +5 melee (1d6+1/19-20); or spear +4 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, lion 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, Handle Animal +2*, Hide +0, Intimidate +2*, Jump +2, Listen +4, Move Silently +2, Spot +4
(includes -1 armor check penalty)
Feats: Alertness, Improved Initiative, Iron Will (B), Run
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful, usually neutral
Advancement: By character class
Level Adjustment: +3

Werelion, Lion Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+15 (43 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d4+6)
Full Attack: 2 claws +9 melee (1d4+6) and bite +4 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d4+3
Special Qualities: Alternate form, lion empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 23, Dex 16, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +7, Handle Animal +2*, Hide +4*, Intimidate +2*, Jump +12, Listen +4, Move Silently +10, Spot +4
Feats: Alertness, Improved Initiative, Iron Will (B), Run
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful, usually neutral
Advancement: By character class
Level Adjustment: +3

Werelion, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+15 (43 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Spear +9 melee (2d6+9/×3); or shortsword +9 melee (1d8+6/19-20); or claw +9 melee (1d4+6); or spear +6 ranged (2d6+6/×3)
Full Attack: Spear +9 melee (2d6+9/×3) and bite +4 melee (1d8+3); or shortssword +9 melee (1d8+6/19-20) and claw +4 melee (1d6+3) and bite +4 melee (1d8+3); or 2 claws +9 melee (1d6+6) and bite +4 melee (1d8+3); or spear +6 ranged (2d6+6/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, lion empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 23, Dex 16, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +7, Handle Animal +2*, Hide +4*, Intimidate +2*, Jump +8, Listen +4, Move Silently +10, Spot +4
Feats: Alertness, Improved Initiative, Iron Will (B), Run
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful, usually neutral
Advancement: By character class
Level Adjustment: +3

A powerfully built creature with the fur, claws and magnificent head of a lion, but the limbs and figure of a humanoid. Its wiry build and sinewy muscles suggest a whiplash speed and athleticism. The being's eyes are like a lion, but far brighter.

Werelions in humanoid form possess wiry but muscular builds and are heavily tanned. Werelions have thick, tawny or yellow hair, although a few werelions have black hair. Male werelions traditionally grow their hair long, like a lion's mane, which some werelions tie back or cover with a turban. Females, or werelionesses, traditionally keep their hair short when in human form, sometimes appearing almost shaved. Both sexes usually dress like hunters in simple garments of skin and fur that are easy to remove, repair, or replace.

Werelions speak with deep and melodious voices; in lion form, they have a deeper roar than mundane lions.

The werelion 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 11, Cha 8.

COMBAT

A werelion usually fights in lion form so it can use its pounce, improved grab and rake special attacks. When fighting in hybrid form, they favour their claws and fangs over weapons. Werelions try to ambush opponents from behind, and will run away from a losing fight. If asked, a werelion would probably insist such strategies are a matter of sophisticated strategy rather than cowardice, since they are often proud creatures with an exaggerated sense of their own dignity.

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

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

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

Improved Grab (Ex):
To use this ability, a werelion in animal 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.

Rake (Ex):
Attack bonus +9 melee, damage 1d4+3.

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

Skills: A werelion in animal or hybrid form has a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, this Hide bonus improves to +12.

Skills Breakdown

Skill Ranks:
Balance 0, Handle Animal 3, Hide 1, Intimidate 3, Jump 2, Listen 2, Move Silently 3, Spot 2.

Human:
Balance 0 +0 Dex -1 armour
Handle Animal 3* -1 Cha
Hide 1 +0 Dex -1 armour
Intimidate 3* -1 Cha
Jump 2 +1 Str -1 armour
Listen 2 +0 Wis +2 Alertness
Move Silently 3 +0 Dex -1 armour
Spot 2 +0 Wis +2 Alertness
Skills: Balance -1, Handle Animal +2*, Hide +0, Intimidate +2*, Jump +2, Listen +4, Move Silently +2, Spot +4 (includes -1 armor check penalty)

Lion:
Balance 0 +3 Dex +4R
Handle Animal 3* -1 Cha
Hide 1* +3 Dex +4R -4 size
Intimidate 3* -1 Cha
Jump 2 +6 Str +4 spd
Listen 2 +0 Wis +2 Alertness
Move Silently 3 +3 Dex +4R
Spot 2 +0 Wis +2 Alertness
Skills: Balance +7, Handle Animal +2*, Hide +4*, Intimidate +2*, Jump +12, Listen +4, Move Silently +10, Spot +4

Hybrid:
Balance 0 +3 Dex +4R
Handle Animal 3* -1 Cha
Hide 1* +3 Dex +4R -4 size
Intimidate 3* -1 Cha
Jump 2 +6 Str
Listen 2 +0 Wis +2 Alertness
Move Silently 3 +3 Dex +4R
Spot 2 +0 Wis +2 Alertness
Skills: Balance +7, Handle Animal +2*, Hide +4*, Intimidate +2*, Jump +8, Listen +4, Move Silently +10, Spot +4
 
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