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Special Conversion Thread: Lycanthropes and their ilk
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<blockquote data-quote="Cleon" data-source="post: 5677454" data-attributes="member: 57383"><p><strong>Giant Weresloth Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Giant Weresloth</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Giant Weresloth, Hill Giant Form</strong></span></p><p>Large Giant (Shapechanger)</p><p>Hit Dice: 12d8+48 plus 8d8+72 (210 hp)</p><p>Initiative: -1</p><p>Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.</p><p>Armor Class: 22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22</p><p>Base Attack/Grapple: +15/+26</p><p>Attack: Greatclub +22 melee (2d8+10) or slam +21 melee (1d4+7) or rock +14 ranged (2d6+7)</p><p>Full Attack: Greatclub +22/+17/+12 melee (2d8+10) or 2 slams +21 melee (1d4+7) or rock +14 ranged (2d6+7)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Rock throwing</p><p>Special Qualities: Alternate form, darkvision 60 ft., sloth empathy, low-light vision, rock catching, scent</p><p>Saves: Fort +20, Ref +9, Will +9</p><p>Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7</p><p>Skills: Climb +9*, Jump +7*, Listen +9, Spot +12</p><p>* includes -3 armor penalty from hide armor</p><p>Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub)</p><p>Environment: Temperate hills</p><p>Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths)</p><p>Challenge Rating: 11</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +7</p><p><strong></strong></p><p><strong><span style="font-size: 12px">Giant Weresloth, Mylodon Form</span></strong></p><p>Large Giant (Shapechanger)</p><p>Hit Dice: 12d8+48 plus 8d8+72 (210 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21</p><p>Base Attack/Grapple: +15/+30</p><p>Attack: Claw +26 melee (1d6+11)</p><p>Full Attack: 2 claws +26 melee (1d4+11) and bite +20 melee (1d8+5)</p><p>Space/Reach: 10 ft./5 ft.</p><p>Special Attacks: Curse of lycanthropy, improved grab, pin down, trample 1d10+16</p><p>Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, scent, sloth empathy</p><p>Saves: Fort +25, Ref +10, Will +9</p><p>Abilities: Str 33, Dex 10, Con 29, Int 6, Wis 12, Cha 7</p><p>Skills: Climb +16, Jump +14, Listen +9, Spot +12</p><p>Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub) </p><p>Environment: Temperate hills</p><p>Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths)</p><p>Challenge Rating: 11</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +7</p><p></p><p><span style="font-size: 12px"><strong>Giant Weresloth, Hybrid Form</strong></span></p><p>Large Giant (Shapechanger)</p><p>Hit Dice: 12d8+48 plus 8d8+72 (210 hp)</p><p>Initiative: +0</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21</p><p>Base Attack/Grapple: +15/+30</p><p>Attack: Greatclub +26 melee (2d8+16) or claw +26 melee (1d6+11) or rock + 20 ranged (2d6+11)</p><p>Full Attack: Greatclub +26/+21/+16 melee (2d8+10); or 2 claws +26 melee (1d6+11) and bite +20 melee (1d8+5); or rock + 20 ranged (2d6+11)</p><p>Space/Reach: 10 ft./10 ft.</p><p>Special Attacks: Curse of lycanthropy, rock throwing</p><p>Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, rock catching, scent, sloth empathy</p><p>Saves: Fort +20, Ref +10, Will +9</p><p>Abilities: Str 33, Dex 10, Con 29, Int 6, Wis 12, Cha 7</p><p>Skills: Climb +16, Jump +14, Listen +9, Spot +12</p><p>Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub) </p><p>Environment: Temperate hills</p><p>Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths)</p><p>Challenge Rating: 11</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +7</p><p></p><p> <em>A</em><em> giant beastman at least twice as tall as a human. A</em><em> thick pelt of hair almost buries </em><em>its hulking body and huge forearms. The creature has a long, sheep-like head, with dull eyes peering out through its hair. Its jaws are unimpressive, with small and blunt teeth, but its hands are </em><em>armed with enormous, curved claws</em><em>.</em></p><p> <em></em></p><p>In giant form, these weresloths usually look like ordinary hill giants with exceptionally long hair, tangled with branches, filth and other detritus. They prefer to live in wooded hills, using caves for shelter. Their culture is primitive even for a hill giant. Giant weresloths normally dress in skins and crudely woven kilts or ponchos.</p><p></p><p>COMBAT</p><p></p><p> Giant weresloths are not typically aggressive, but they are violent when roused. Unimaginative combatants, they prefer to rush into melee, usually remembering to change into animal or hybrid for the fight. In giant form, they fight with weapons and thrown rocks, while their strong instinct in sloth form is to pin down and trample their opponent.</p><p></p><p><strong>Alternate Form (Su):</strong> A weresloth can assume the form of a ground sloth or a sloth-humanoid hybrid.</p><p></p><p><strong>Curse of Lycanthropy (Su):</strong> Any humanoid or giant hit by a weresloth’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.</p><p></p><p><strong>Improved Grab (Ex):</strong> If a giant weresloth in animal form hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check.</p><p></p><p><strong>Pin Down (Ex):</strong> A giant weresloth in animal form can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the weresloth's claw. Pinned opponents take trample damage each round they are pinned, including the round in which the pin is established.</p><p></p><p><strong>Sloth Empathy (Ex):</strong> Communicate with tree sloth, ground sloth and dire sloth, and +4 racial bonus on Charisma-based checks against tree sloth, ground sloth and dire sloth. </p><p></p><p><strong>Trample (Ex):</strong> Reflex half DC 31. The save DC is Strength-based.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5677454, member: 57383"] [b]Giant Weresloth Working Draft[/b] [SIZE=4][B]Giant Weresloth[/B][/SIZE] [SIZE=3][B]Giant Weresloth, Hill Giant Form[/B][/SIZE] Large Giant (Shapechanger) Hit Dice: 12d8+48 plus 8d8+72 (210 hp) Initiative: -1 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 22 (-1 size, -1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22 Base Attack/Grapple: +15/+26 Attack: Greatclub +22 melee (2d8+10) or slam +21 melee (1d4+7) or rock +14 ranged (2d6+7) Full Attack: Greatclub +22/+17/+12 melee (2d8+10) or 2 slams +21 melee (1d4+7) or rock +14 ranged (2d6+7) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing Special Qualities: Alternate form, darkvision 60 ft., sloth empathy, low-light vision, rock catching, scent Saves: Fort +20, Ref +9, Will +9 Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7 Skills: Climb +9*, Jump +7*, Listen +9, Spot +12 * includes -3 armor penalty from hide armor Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub) Environment: Temperate hills Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths) Challenge Rating: 11 Treasure: Standard Alignment: Always neutral Advancement: By character class Level Adjustment: +7 [B] [SIZE=3]Giant Weresloth, Mylodon Form[/SIZE][/B] Large Giant (Shapechanger) Hit Dice: 12d8+48 plus 8d8+72 (210 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21 Base Attack/Grapple: +15/+30 Attack: Claw +26 melee (1d6+11) Full Attack: 2 claws +26 melee (1d4+11) and bite +20 melee (1d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Curse of lycanthropy, improved grab, pin down, trample 1d10+16 Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, scent, sloth empathy Saves: Fort +25, Ref +10, Will +9 Abilities: Str 33, Dex 10, Con 29, Int 6, Wis 12, Cha 7 Skills: Climb +16, Jump +14, Listen +9, Spot +12 Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub) Environment: Temperate hills Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths) Challenge Rating: 11 Treasure: Standard Alignment: Always neutral Advancement: By character class Level Adjustment: +7 [SIZE=3][B]Giant Weresloth, Hybrid Form[/B][/SIZE] Large Giant (Shapechanger) Hit Dice: 12d8+48 plus 8d8+72 (210 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21 Base Attack/Grapple: +15/+30 Attack: Greatclub +26 melee (2d8+16) or claw +26 melee (1d6+11) or rock + 20 ranged (2d6+11) Full Attack: Greatclub +26/+21/+16 melee (2d8+10); or 2 claws +26 melee (1d6+11) and bite +20 melee (1d8+5); or rock + 20 ranged (2d6+11) Space/Reach: 10 ft./10 ft. Special Attacks: Curse of lycanthropy, rock throwing Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, rock catching, scent, sloth empathy Saves: Fort +20, Ref +10, Will +9 Abilities: Str 33, Dex 10, Con 29, Int 6, Wis 12, Cha 7 Skills: Climb +16, Jump +14, Listen +9, Spot +12 Feats: Alertness (B), Great Fortitude, Cleave, Improved Bull Rush, Improved Sunder, Iron Will (B), Power Attack, Weapon Focus (claw), Weapon Focus (greatclub) Environment: Temperate hills Organization: Solitary, pair, family (3-4), or troupe (family plus 2-4 ground sloths) Challenge Rating: 11 Treasure: Standard Alignment: Always neutral Advancement: By character class Level Adjustment: +7 [I]A[/I][I] giant beastman at least twice as tall as a human. A[/I][I] thick pelt of hair almost buries [/I][I]its hulking body and huge forearms. The creature has a long, sheep-like head, with dull eyes peering out through its hair. Its jaws are unimpressive, with small and blunt teeth, but its hands are [/I][I]armed with enormous, curved claws[/I][I]. [/I] In giant form, these weresloths usually look like ordinary hill giants with exceptionally long hair, tangled with branches, filth and other detritus. They prefer to live in wooded hills, using caves for shelter. Their culture is primitive even for a hill giant. Giant weresloths normally dress in skins and crudely woven kilts or ponchos. COMBAT Giant weresloths are not typically aggressive, but they are violent when roused. Unimaginative combatants, they prefer to rush into melee, usually remembering to change into animal or hybrid for the fight. In giant form, they fight with weapons and thrown rocks, while their strong instinct in sloth form is to pin down and trample their opponent. [B]Alternate Form (Su):[/B] A weresloth can assume the form of a ground sloth or a sloth-humanoid hybrid. [B]Curse of Lycanthropy (Su):[/B] Any humanoid or giant hit by a weresloth’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. [B]Improved Grab (Ex):[/B] If a giant weresloth in animal form hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can pin down the opponent on its next successful grapple check. [B]Pin Down (Ex):[/B] A giant weresloth in animal form can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the weresloth's claw. Pinned opponents take trample damage each round they are pinned, including the round in which the pin is established. [B]Sloth Empathy (Ex):[/B] Communicate with tree sloth, ground sloth and dire sloth, and +4 racial bonus on Charisma-based checks against tree sloth, ground sloth and dire sloth. [B]Trample (Ex):[/B] Reflex half DC 31. The save DC is Strength-based. [/QUOTE]
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