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Special Conversion Thread: Lycanthropes and their ilk
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<blockquote data-quote="Cleon" data-source="post: 6082059" data-attributes="member: 57383"><p><strong>Greater Seawolf Working Draft</strong></p><p></p><p><span style="font-size: 15px"><strong>Seawolf, Greater</strong></span></p><p>Large Magical Beast (Shapechanger) </p><p><strong>Hit Dice:</strong> 9d10+36 (76 hp)</p><p><strong>Initiative:</strong> +3</p><p><strong>Speed:</strong> 20 ft. (4 squares), swim 60 ft.</p><p><strong>Armor Class:</strong> 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15</p><p><strong>Base Attack/Grapple:</strong> +9/+19</p><p><strong>Attack:</strong> Bite +15 melee (2d6+9/19-20)</p><p><strong>Full Attack:</strong> Bite +15 melee (2d6+9/19-20)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Constrict 2d6+9, curse, improved grab</p><p><strong>Special Qualities:</strong> Change shape, damage reduction 10/cold iron, darkvision 60 ft., hold breath, low-light vision, scent</p><p><strong>Saves:</strong> Fort +10, Ref +9, Will +7</p><p><strong>Abilities:</strong> Str 23, Dex 17, Con 18, Int 10, Wis 14, Cha 12</p><p><strong>Skills:</strong> Bluff +4, Disguise +4, Hide +3, Listen +8, Move Silently +7, Profession (sailor) +4, Spot +8, Swim +14</p><p><strong>Feats:</strong> Combat Reflexes, Improved Critical (bite), Improved Unarmed Strike (B), Iron Will, Stealthy (B), Weapon Focus (bite)</p><p><strong>Environment:</strong> Any aquatic</p><p><strong>Organization:</strong> Solitary, pair, or pack (4–16)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 10–14 HD (Large); 15-27 (Huge)</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p><span style="font-size: 12px"><strong>Greater Seawolf, Humanoid Form</strong></span></p><p>Medium Magical Beast (Shapechanger) </p><p><strong>Hit Dice:</strong> 9d10+36 (76 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 30 ft., swim 30 ft.</p><p><strong>Armor Class:</strong> 18 (+4 Dex, +4 natural), touch 14, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +9/+11</p><p><strong>Attack:</strong> Longsword +11 melee (1d8+2/19–20) or bite +12 melee (1d3+2) or unarmed strike +11 melee (1d3+2)</p><p><strong>Full Attack:</strong> Longsword +11/+6 melee (1d8+2/19–20) and unarmed strike +6 melee (1d3+1) and bite +7 melee (1d3+2/19-20); or bite +12 melee (1d3+2/19-20) and 2 unarmed strikes +6 melee (1d3+1)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> Constrict 2d3+6, curse, improved grab</p><p><strong>Special Qualities:</strong> Change shape, damage reduction 10/cold iron, darkvision 60 ft., hold breath, low-light vision, scent</p><p><strong>Saves:</strong> Fort +10, Ref +10, Will +7</p><p><strong>Abilities:</strong> Str 15, Dex 19, Con 18, Int 10, Wis 14, Cha 12</p><p><strong>Skills:</strong> Bluff +4, Disguise +4, Hide +8, Listen +8, Move Silently +8, Profession (sailor) +4, Spot +8, Swim +10</p><p><strong>Feats:</strong> Combat Reflexes, Improved Critical (bite), Improved Unarmed Strike (B), Iron Will, Stealthy (B), Weapon Focus (bite)</p><p><strong>Environment:</strong> Any aquatic</p><p><strong>Organization:</strong> Solitary, pair, or pack (4–16)</p><p><strong>Challenge Rating:</strong> 6</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always chaotic evil</p><p><strong>Advancement:</strong> 10–27 HD (Medium)</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p><em>A sleek seal-like creature, powerfully muscled and four or five yards long. The beast has the head of a snarling wolf, tiny ears, and jaws crammed with fangs. Its body is covered in thick fur which lengthens into a mane over its neck and shoulders.</em></p><p></p><p>A greater seawolf is a powerful relative of the common seawolf. Greater seawolves do not have a hybrid "wolfman" form like standard seawolves do, they can only take the shape of a human or a large wolf-headed seal. They roam the ocean in packs like their lesser seawolf kin, seeking out humanoids to murder or inflict with their curse.</p><p></p><p>in its natural form, a greater seawolf is typically 12 to 15 feet long and weighs 1000 to 1500 pounds. In human form they stand 6 or 7 feet tall and weigh 200 pounds or more.</p><p></p><p><strong>COMBAT</strong></p><p>Cunning and sly, greater seawolves prefer to fight in seawolf form and use their human form to mislead their victims. A common greater seawolf trick is to take human form and climb aboard a ship at night, silently strangle the watch, then assault the sleeping crew.</p><p></p><p><strong>Curse (Su):</strong> Any human bitten by a greater seawolf must succeed on DC 15 Will save or fall prey to a unique curse. On the night of the next new moon, the character transforms into a seawolf (the standard <em>Stormwrack</em> version, not a greater seawolf). The character’s ability scores, class levels (and racial HD, if any), racial traits, and other special abilities are replaced by those of a seawolf. He or she also becomes chaotic evil in alignment. The curse can be broken by a successful <em>break enchantment</em> or <em>remove curse</em> spell or effect, but the caster must succeed on a caster level check (DC 15) to successfully undo the curse (which restores the character’s race to human).</p><p></p><p>The save DC is Charisma-based.</p><p></p><p><strong>Change Shape (Su):</strong> A greater seawolf’s natural form is that of a wolf-headed seal, but it can also assume the form of a human. The human form is unique; a seawolf in human form always assumes the same appearance and traits, much as a lycanthrope would.</p><p></p><p>A seawolf remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, not does a seawolf revert to its natural form when killed. A <em>true seeing</em> spell, however, reveals its natural form if it is in human form.</p><p></p><p><strong>Hold Breath (Ex):</strong> A seawolf can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. For a typical greater seawolf, this is 144 rounds, or over 14 minutes.</p><p></p><p><strong>Constrict (Ex):</strong> On a successful grapple check, a greater seawolf deals 2d3+6 damage if in human form or 2d6+9 damage if in seawolf form. Greater seawolves always seize their victims by the throat, so a creature in the seawolf's grasp cannot breathe, speak or cast spells with verbal components on any round the seawolf uses its constrict attack.</p><p></p><p>The victim will suffocate to death if the greater seawolf constricts them for long enough. Any breathing creature rendered unconscious by this attack must make Constitution checks every round for as long as the constriction continues (DC 10, +1 for each previous success). A victim who fails one of these Constitution checks drops to -1 hit points and is dying, if the victim fails a second check they die from suffocation.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a greater seawolf must hit an opponent with either it's seawolf form's bite attack or its humanoid form's unarmed strike 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 constrict.</p><p></p><p><strong>Skills:</strong> A seawolf has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p></p><p><em>The Greater Seawolf originally appeared in Monster Manual II (1983).</em></p></blockquote><p></p>
[QUOTE="Cleon, post: 6082059, member: 57383"] [b]Greater Seawolf Working Draft[/b] [SIZE=4][B]Seawolf, Greater[/B][/SIZE] Large Magical Beast (Shapechanger) [B]Hit Dice:[/B] 9d10+36 (76 hp) [B]Initiative:[/B] +3 [B]Speed:[/B] 20 ft. (4 squares), swim 60 ft. [B]Armor Class:[/B] 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 [B]Base Attack/Grapple:[/B] +9/+19 [B]Attack:[/B] Bite +15 melee (2d6+9/19-20) [B]Full Attack:[/B] Bite +15 melee (2d6+9/19-20) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Attacks:[/B] Constrict 2d6+9, curse, improved grab [B]Special Qualities:[/B] Change shape, damage reduction 10/cold iron, darkvision 60 ft., hold breath, low-light vision, scent [B]Saves:[/B] Fort +10, Ref +9, Will +7 [B]Abilities:[/B] Str 23, Dex 17, Con 18, Int 10, Wis 14, Cha 12 [B]Skills:[/B] Bluff +4, Disguise +4, Hide +3, Listen +8, Move Silently +7, Profession (sailor) +4, Spot +8, Swim +14 [B]Feats:[/B] Combat Reflexes, Improved Critical (bite), Improved Unarmed Strike (B), Iron Will, Stealthy (B), Weapon Focus (bite) [B]Environment:[/B] Any aquatic [B]Organization:[/B] Solitary, pair, or pack (4–16) [B]Challenge Rating:[/B] 6 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 10–14 HD (Large); 15-27 (Huge) [B]Level Adjustment:[/B] +3 [SIZE=3][B]Greater Seawolf, Humanoid Form[/B][/SIZE] Medium Magical Beast (Shapechanger) [B]Hit Dice:[/B] 9d10+36 (76 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 30 ft., swim 30 ft. [B]Armor Class:[/B] 18 (+4 Dex, +4 natural), touch 14, flat-footed 14 [B]Base Attack/Grapple:[/B] +9/+11 [B]Attack:[/B] Longsword +11 melee (1d8+2/19–20) or bite +12 melee (1d3+2) or unarmed strike +11 melee (1d3+2) [B]Full Attack:[/B] Longsword +11/+6 melee (1d8+2/19–20) and unarmed strike +6 melee (1d3+1) and bite +7 melee (1d3+2/19-20); or bite +12 melee (1d3+2/19-20) and 2 unarmed strikes +6 melee (1d3+1) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] Constrict 2d3+6, curse, improved grab [B]Special Qualities:[/B] Change shape, damage reduction 10/cold iron, darkvision 60 ft., hold breath, low-light vision, scent [B]Saves:[/B] Fort +10, Ref +10, Will +7 [B]Abilities:[/B] Str 15, Dex 19, Con 18, Int 10, Wis 14, Cha 12 [B]Skills:[/B] Bluff +4, Disguise +4, Hide +8, Listen +8, Move Silently +8, Profession (sailor) +4, Spot +8, Swim +10 [B]Feats:[/B] Combat Reflexes, Improved Critical (bite), Improved Unarmed Strike (B), Iron Will, Stealthy (B), Weapon Focus (bite) [B]Environment:[/B] Any aquatic [B]Organization:[/B] Solitary, pair, or pack (4–16) [B]Challenge Rating:[/B] 6 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always chaotic evil [B]Advancement:[/B] 10–27 HD (Medium) [B]Level Adjustment:[/B] +3 [I]A sleek seal-like creature, powerfully muscled and four or five yards long. The beast has the head of a snarling wolf, tiny ears, and jaws crammed with fangs. Its body is covered in thick fur which lengthens into a mane over its neck and shoulders.[/I] A greater seawolf is a powerful relative of the common seawolf. Greater seawolves do not have a hybrid "wolfman" form like standard seawolves do, they can only take the shape of a human or a large wolf-headed seal. They roam the ocean in packs like their lesser seawolf kin, seeking out humanoids to murder or inflict with their curse. in its natural form, a greater seawolf is typically 12 to 15 feet long and weighs 1000 to 1500 pounds. In human form they stand 6 or 7 feet tall and weigh 200 pounds or more. [B]COMBAT[/B] Cunning and sly, greater seawolves prefer to fight in seawolf form and use their human form to mislead their victims. A common greater seawolf trick is to take human form and climb aboard a ship at night, silently strangle the watch, then assault the sleeping crew. [B]Curse (Su):[/B] Any human bitten by a greater seawolf must succeed on DC 15 Will save or fall prey to a unique curse. On the night of the next new moon, the character transforms into a seawolf (the standard [I]Stormwrack[/I] version, not a greater seawolf). The character’s ability scores, class levels (and racial HD, if any), racial traits, and other special abilities are replaced by those of a seawolf. He or she also becomes chaotic evil in alignment. The curse can be broken by a successful [I]break enchantment[/I] or [I]remove curse[/I] spell or effect, but the caster must succeed on a caster level check (DC 15) to successfully undo the curse (which restores the character’s race to human). The save DC is Charisma-based. [B]Change Shape (Su):[/B] A greater seawolf’s natural form is that of a wolf-headed seal, but it can also assume the form of a human. The human form is unique; a seawolf in human form always assumes the same appearance and traits, much as a lycanthrope would. A seawolf remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, not does a seawolf revert to its natural form when killed. A [I]true seeing[/I] spell, however, reveals its natural form if it is in human form. [B]Hold Breath (Ex):[/B] A seawolf can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. For a typical greater seawolf, this is 144 rounds, or over 14 minutes. [B]Constrict (Ex):[/B] On a successful grapple check, a greater seawolf deals 2d3+6 damage if in human form or 2d6+9 damage if in seawolf form. Greater seawolves always seize their victims by the throat, so a creature in the seawolf's grasp cannot breathe, speak or cast spells with verbal components on any round the seawolf uses its constrict attack. The victim will suffocate to death if the greater seawolf constricts them for long enough. Any breathing creature rendered unconscious by this attack must make Constitution checks every round for as long as the constriction continues (DC 10, +1 for each previous success). A victim who fails one of these Constitution checks drops to -1 hit points and is dying, if the victim fails a second check they die from suffocation. [B]Improved Grab (Ex):[/B] To use this ability, a greater seawolf must hit an opponent with either it's seawolf form's bite attack or its humanoid form's unarmed strike 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 constrict. [B]Skills:[/B] A seawolf has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [I]The Greater Seawolf originally appeared in Monster Manual II (1983).[/I] [/QUOTE]
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