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<blockquote data-quote="Obly99" data-source="post: 8730456" data-attributes="member: 7035194"><p>I use the Monstrous Lycanthrope as the base (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/monstrous-lycanthrope-cr-special/" target="_blank">Monstrous Lycanthrope (CR special)[3pp] – d20PFSRD</a>), plus the Silverblood Lycanthrope (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/silverblood-lycanthrope-cr-2/" target="_blank">Silverblood Lycanthrope (CR +2) – d20PFSRD</a>), the Bestial Werewolf (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/variant-werewolf-bestial-cr-1/" target="_blank">Bestial Werewolf (CR +1) – d20PFSRD</a>), the Enhanced-Werewolf (<a href="https://forums.giantitp.com/showthread.php?134945-3-5-Enhanced-Werewolf-P-E-A-C-H&p=7495438#post7495438" target="_blank">[3.5] Enhanced Werewolf P.E.A.C.H.</a>) and the Mythic Lycanthrope (<a href="http://spheresofpower.wikidot.com/lycanthrope-mythic-template" target="_blank">Lycanthrope, Mythic (Template) - Spheres of Power Wiki</a>) for create this template</p><p style="text-align: center"><strong><span style="font-size: 26px">Lycanthrope</span></strong></p><p></p><p>A lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will.</p><p></p><p>A lycanthrope can take any of three forms: the base creature’s form (called normal form), a hybrid form, or the werecreature’s form (called monster form). The hybrid form has the normal form’s body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form’s wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess.</p><p></p><p style="text-align: center"><em>Creating a Lycanthrope</em></p><p>“Lycanthrope” is a template that can be added to any living creature with a generally humanoid form—namely, two arms, two legs, and a head (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes).</p><p></p><p>A lycanthrope uses either the original creature’s (referred to hereafter as the base creature) statistics and special abilities or those of some other kind of creature (referred to hereafter as the base monster) as described here.</p><p></p><p><strong>Challenge Rating:</strong> Same as base creature + 1/3 the CR of the base monster (minimum +3). Compare the CR of the lycanthrope’s monster form to creatures of the same CR and adjust as necessary using the Monster Creation rules as a guide.</p><p></p><p><strong>Size:</strong> The base monster can be any creature whose size is within one step of the base creature’s size. A lycanthrope can also adopt a hybrid shape that combines features of the base creature with those of the base monster. A lycanthrope’s hybrid form is the same size as the base monster or the base creature, whichever is larger.</p><p></p><p><strong>Type:</strong> The base creature’s type does not change, but does gain the shapechanger subtype and the subtypes of the base monster even if they conflict with the base creature. The lycanthrope gains all the abilities of the gained subtypes in all of its forms.</p><p></p><p><strong>Senses:</strong> In hybrid and monstrous forms the lycanthrope has the senses of the base monster. In base and hybrid forms the lycanthrope has the senses of the base creature. If the base monster has low-light vision or scent abilities, the lycanthrope has them in all forms. In hybrid and monstrous forms the lycanthrope gains bloodscent.</p><p></p><p><strong>Bloodscent (Ex)</strong></p><p>If a lycanthrope doesn’t have the scent ability, he gains it but can only use it for track creatures taking bleed damage or under their maximum hit points. If a lycanthrope has the scent ability, he multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ his HD (minimum 2). He also gains a bonus equal to ½ his HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent.</p><p></p><p><strong>Aura:</strong> In hybrid and monstrous forms the lycanthrope has the auras of the base monster. In base and hybrid forms it has the auras of the base creature.</p><p></p><p><strong>AC:</strong> In hybrid or monster form the lycanthrope has the natural armor bonus of the base monster +2.</p><p></p><p><strong>Defensive Abilities:</strong> A natural lycanthrope gains DR 10/silver in monster or hybrid form. An afflicted lycanthrope gains DR 5/silver in monster or hybrid form. A lycanthrope gains all the defensive abilities of the base monster (even those based on type or subtype, such as those of the undead or constructs) in monster or hybrid form. A natural lycanthrope gains all the immunities of the base monster (even those based on type or subtype, such as those of the undead or constructs) in monster or hybrid form. A lycanthrope also gains the following abilities.</p><p></p><p><strong>Beast of Legends (Ex)</strong></p><p>A lycanthrope’s DR/silver cannot be overcome by weapons that are not silver, regardless of their enhancement bonus. Abilities that normally bypass damage reduction, such as a paladin’s smite evil, or that allow the weapon to count as made of special material, such as a lycanthrope hunter’s anathema or the mithral material, still work as normal. A natural lycanthrope in monster or hybrid form gains fortification (25%); this fortification does not apply against critical hits or precision damages with silver weapons. This increases to fortification (50%) at 9 HD and fortification (75%) at 16 HD. At 20 HD a natural lycanthrope in monster or hybrid form gains immunity to critical hits or precision damages not dealts with silver weapons.</p><p></p><p><strong>Feral Counter (Ex)</strong></p><p>When a creature damages the lycanthrope, the lycanthrope can take an attack of opportunity against the creature. The lycanthrope must threaten the triggering creature to use this ability. Feral counter can activated only once per round.</p><p></p><p><strong>Rapid Recovery (Ex)</strong></p><p>A lycanthrope regains hp every hour as though he rested for 8 hours. He also regrow any lost limbs in 1d4 days, but he must remain in monster or hybrid form for the entire duration.</p><p></p><p><strong>Regeneration (Ex)</strong></p><p>A lycanthrope in monster or hybrid form gains regeneration (silver) equal to ½ his HD (minimum 1).</p><p></p><p><strong>Weaknesses:</strong> A lycanthrope has all the weaknesses of the base monster in hybrid or monster form, except those given by its new subtypes which it has in all forms.</p><p></p><p><strong>Speed: </strong>Same as the base creature or base monster, depending on which form the lycanthrope is using. Hybrids use the base creature’s land speed and the additional movement modes of the base monster. In monster form use only the base monster’s speed.</p><p></p><p><strong>Attacks:</strong> A lycanthrope gains all applicable natural attacks of the base monster in monster and hybrid forms.</p><p></p><p><strong>Special Attacks:</strong> A lycanthrope retains all special attacks, qualities, and abilities of the base creature. In hybrid or monster form he gains the applicable special attacks, qualities, and abilities of the base monster.</p><p></p><p><strong>Bloodthirsty (Ex)</strong></p><p>One of a lycanthrope’s natural attacks (usually bite) deals bleed damage equal to ½ his HD (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target also takes 1 point of Constitution damage as the lycanthrope rips off the flesh of the victim.</p><p></p><p><strong>Curse of Lycanthropy (Su)</strong></p><p>One of a lycanthrope’s natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect.</p><p></p><p><strong>Pheromones (Ex)</strong></p><p>All creatures of the same species (base species, not necessarily a lycanthrope) within a 15 ft. radius of a lycanthrope in his base form must succeed a Will save (DC 10 + ½ lycanthrope HD + lycanthrope Con modifier) or be charmed as if by a charm monster spell. This status lasts as long as the charmed creature remains within 15 ft. of the lycanthrope and for 2 hours. Any hostile action taken by the lycanthrope against the creature break the effect and for 24 hours the creature is immune to the pheromones ability from the same lycanthrope. This is a charm, mind-affecting effect based on smell and creatures without the ability to smell are immune to this ability. Any creature who succeeds against this ability is immune to the pheromones ability from the same lycanthrope for the next 24 hours.</p><p></p><p><strong>Roar (Ex)</strong></p><p>As a standard action, the lycanthrope’s with a roar (or any type of typical sonic communication of the base monster, like howl for a werewolf) strikes fear into all enemies who hear it. This is a sonic effect and doesn’t work in an area of silence or against deafness opponent. All foes within 30 feet who can hear the lycanthrope must make a successful Will save (DC 10 + ½ lycanthrope HD + lycanthrope Cha modifier) or become shaken for 5d6 rounds. If a creature fail the save by more of 5, he’s instead frightened for the same duration. This is a fear, mind-affecting, sonic effect. Any creature who succeeds against this ability is immune to the roar ability from the same lycanthrope for the next 24 hours. This ability may only affect opponents with fewer Hit Dice or levels than the lycanthrope.</p><p></p><p><strong>Spell-like Abilities:</strong> A lycanthrope gains the spell-like abilities of the base monster in hybrid and monster form.</p><p></p><p><strong>Spell Resistance:</strong> A lycanthrope is naturally resistant to magic. A lycanthrope in hybrid or monster form gains spell resistance equal to 11 + HD. This spell resistance does not stack with spell resistance from other sources.</p><p></p><p><strong>Spellcasting:</strong> If the base monster is a natural spellcaster, the lycanthrope gains natural spellcasting only in monstrous form.</p><p></p><p><strong>Special Qualities:</strong> A lycanthrope gains the following.</p><p></p><p><strong>Change Shape (Su)</strong></p><p>All lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect.</p><p></p><p><strong>Child of The Moon (Su)</strong></p><p>The lycanthrope is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the lycanthrope gains the benefit of bless whenever he is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the lycanthrope gains the effect of heroism rather than bless, and retains the benefit indoors. When the moon is less than half full, the lycanthrope becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the lycanthrope becomes exhausted.</p><p></p><p><strong>Lycanthropic Empathy (Ex)</strong></p><p>In any form, natural lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in monster or hybrid form.</p><p></p><p><strong>Monstrous Blood (Ex)</strong></p><p>In all forms, a lycanthrope is considered both the base creature’s and base monster’s type (if different) for purposes and spell and effects that affect a specific monster type.</p><p></p><p><strong>Survival Instinct (Ex)</strong></p><p>If at anytime a lycanthrope in base form is reduced to 10% Hit Points (or if he ever takes damage which exceeds his massive damage threshold), the creature must make a Will save DC (DC 10 + ½ lycanthrope HD + lycanthrope Con modifier) or automatically change into hybrid form or monster form. When triggered in this way, the lycanthrope brain reverts to the most basic form of fight or flight: he cannot use any Charisma–, Dexterity–, or Intelligence–based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration and must chose (player’s choice) or to fight until the end or to flee at the best of his abilities.</p><p></p><p>If it choose fight it cannot flee the fight in any willing way and this state ends when all foe are kill or incapacitated; regardless, the lycanthrope can distinguishes enemies and allies in this state.</p><p></p><p>If it choose flight, it must flee at the best of its abilities, in this case, the lycanthrope cannot make attack or use offensive action but gains a +4 dodge bonus to Armor Class against attacks of opportunity caused when it move out of or within a threatened area, this state work as frightened (this is not mind-affecting or fear and overcome any immunity of the lycanthrope) but without the –2 penalty to attack, saving throws, skill and ability checks and ends when the lycanthrope is no longer in peril.</p><p></p><p><strong>Abilities:</strong> +2 Wis, –2 Cha (minimum 1) in all forms; +2 Str, +2 Con in hybrid and monster forms.</p><p></p><p>Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a lycanthrope’s physical ability scores (Strength, Dexterity and Constitution) change when he assumes hybrid or monster form. In base form, the lycanthrope’s physical ability scores are unchanged from the base creature’s form. In monster and hybrid forms the lycanthrope’s physical ability scores are the same as the base creature’s or the base monster’s, whichever ability score is higher (plus the +2 to Str and Con). If the base monster has no score in an ability, the lycanthrope uses the base creature’s score in all forms. If the base creature has no score in an ability, it gains the base monster’s score in hybrid and monster form.</p><p></p><p><strong>Feats:</strong> A lycanthrope gains the bonus feats of both the base creature and base monster in all forms. A lycanthrope gains Alertness, Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Run, Toughness and Skill Focus (survival) as bonus feats in hybrid and monster forms.</p><p></p><p><strong>Skills: </strong>A lycanthrope keeps the bonus racial modifiers of the base monster in hybrid and monster forms. In base and hybrid forms it has the racial modifiers of the base creature. The lycanthrope’s class skills are those of both the base creature and base monster.</p><p></p><p><strong>Languages:</strong> In all forms, the lycanthrope can speak the languages of the base creature and base monster. If the base creature or base monster has a supernatural or spell-like mode of communication, such as telepathy, it gains that mode of communication in monster and hybrid forms. If the base monster cannot speak, the lycanthrope cannot speak in monster form.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8730456, member: 7035194"] I use the Monstrous Lycanthrope as the base ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/monstrous-lycanthrope-cr-special/']Monstrous Lycanthrope (CR special)[3pp] – d20PFSRD[/URL]), plus the Silverblood Lycanthrope ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/silverblood-lycanthrope-cr-2/']Silverblood Lycanthrope (CR +2) – d20PFSRD[/URL]), the Bestial Werewolf ([URL='https://www.d20pfsrd.com/bestiary/monster-listings/templates/variant-werewolf-bestial-cr-1/']Bestial Werewolf (CR +1) – d20PFSRD[/URL]), the Enhanced-Werewolf ([URL='https://forums.giantitp.com/showthread.php?134945-3-5-Enhanced-Werewolf-P-E-A-C-H&p=7495438#post7495438'][3.5] Enhanced Werewolf P.E.A.C.H.[/URL]) and the Mythic Lycanthrope ([URL='http://spheresofpower.wikidot.com/lycanthrope-mythic-template']Lycanthrope, Mythic (Template) - Spheres of Power Wiki[/URL]) for create this template [CENTER][B][SIZE=7]Lycanthrope[/SIZE][/B][/CENTER] A lycanthrope is a creature of humanoid form that can assume the form of another creature, or even take on a form that is a hybrid of the two. Natural lycanthropes can control their forms and communicate the disease of lycanthropy to other creatures with their natural attacks. Afflicted lycanthropes are slaves to the phases of the moon, becoming monstrous beings at certain times regardless of their will. A lycanthrope can take any of three forms: the base creature’s form (called normal form), a hybrid form, or the werecreature’s form (called monster form). The hybrid form has the normal form’s body shape and number of limbs and heads, but it shares certain characteristics of the monster form, including scales, fur, and skin tone. The hybrid form might also include smaller versions of the monster form’s wings, horns, or facial features, or even vestigial limbs (or heads) of the monster form that the normal form does not possess. [CENTER][I]Creating a Lycanthrope[/I][/CENTER] “Lycanthrope” is a template that can be added to any living creature with a generally humanoid form—namely, two arms, two legs, and a head (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). A lycanthrope uses either the original creature’s (referred to hereafter as the base creature) statistics and special abilities or those of some other kind of creature (referred to hereafter as the base monster) as described here. [B]Challenge Rating:[/B] Same as base creature + 1/3 the CR of the base monster (minimum +3). Compare the CR of the lycanthrope’s monster form to creatures of the same CR and adjust as necessary using the Monster Creation rules as a guide. [B]Size:[/B] The base monster can be any creature whose size is within one step of the base creature’s size. A lycanthrope can also adopt a hybrid shape that combines features of the base creature with those of the base monster. A lycanthrope’s hybrid form is the same size as the base monster or the base creature, whichever is larger. [B]Type:[/B] The base creature’s type does not change, but does gain the shapechanger subtype and the subtypes of the base monster even if they conflict with the base creature. The lycanthrope gains all the abilities of the gained subtypes in all of its forms. [B]Senses:[/B] In hybrid and monstrous forms the lycanthrope has the senses of the base monster. In base and hybrid forms the lycanthrope has the senses of the base creature. If the base monster has low-light vision or scent abilities, the lycanthrope has them in all forms. In hybrid and monstrous forms the lycanthrope gains bloodscent. [B]Bloodscent (Ex)[/B] If a lycanthrope doesn’t have the scent ability, he gains it but can only use it for track creatures taking bleed damage or under their maximum hit points. If a lycanthrope has the scent ability, he multiplies the distance at which it can detect a creature taking bleed damage or under their maximum hit points by ½ his HD (minimum 2). He also gains a bonus equal to ½ his HD on Survival checks to track a creature taking bleed damage or under his maximum hit points by scent. [B]Aura:[/B] In hybrid and monstrous forms the lycanthrope has the auras of the base monster. In base and hybrid forms it has the auras of the base creature. [B]AC:[/B] In hybrid or monster form the lycanthrope has the natural armor bonus of the base monster +2. [B]Defensive Abilities:[/B] A natural lycanthrope gains DR 10/silver in monster or hybrid form. An afflicted lycanthrope gains DR 5/silver in monster or hybrid form. A lycanthrope gains all the defensive abilities of the base monster (even those based on type or subtype, such as those of the undead or constructs) in monster or hybrid form. A natural lycanthrope gains all the immunities of the base monster (even those based on type or subtype, such as those of the undead or constructs) in monster or hybrid form. A lycanthrope also gains the following abilities. [B]Beast of Legends (Ex)[/B] A lycanthrope’s DR/silver cannot be overcome by weapons that are not silver, regardless of their enhancement bonus. Abilities that normally bypass damage reduction, such as a paladin’s smite evil, or that allow the weapon to count as made of special material, such as a lycanthrope hunter’s anathema or the mithral material, still work as normal. A natural lycanthrope in monster or hybrid form gains fortification (25%); this fortification does not apply against critical hits or precision damages with silver weapons. This increases to fortification (50%) at 9 HD and fortification (75%) at 16 HD. At 20 HD a natural lycanthrope in monster or hybrid form gains immunity to critical hits or precision damages not dealts with silver weapons. [B]Feral Counter (Ex)[/B] When a creature damages the lycanthrope, the lycanthrope can take an attack of opportunity against the creature. The lycanthrope must threaten the triggering creature to use this ability. Feral counter can activated only once per round. [B]Rapid Recovery (Ex)[/B] A lycanthrope regains hp every hour as though he rested for 8 hours. He also regrow any lost limbs in 1d4 days, but he must remain in monster or hybrid form for the entire duration. [B]Regeneration (Ex)[/B] A lycanthrope in monster or hybrid form gains regeneration (silver) equal to ½ his HD (minimum 1). [B]Weaknesses:[/B] A lycanthrope has all the weaknesses of the base monster in hybrid or monster form, except those given by its new subtypes which it has in all forms. [B]Speed: [/B]Same as the base creature or base monster, depending on which form the lycanthrope is using. Hybrids use the base creature’s land speed and the additional movement modes of the base monster. In monster form use only the base monster’s speed. [B]Attacks:[/B] A lycanthrope gains all applicable natural attacks of the base monster in monster and hybrid forms. [B]Special Attacks:[/B] A lycanthrope retains all special attacks, qualities, and abilities of the base creature. In hybrid or monster form he gains the applicable special attacks, qualities, and abilities of the base monster. [B]Bloodthirsty (Ex)[/B] One of a lycanthrope’s natural attacks (usually bite) deals bleed damage equal to ½ his HD (minimum 1) on a hit. This bleed damage does not stacks. On a critical hit with this attack, the target also takes 1 point of Constitution damage as the lycanthrope rips off the flesh of the victim. [B]Curse of Lycanthropy (Su)[/B] One of a lycanthrope’s natural attacks (usually bite or claw) in monster or hybrid form infects a target that has a generally humanoid form with lycanthropy (Fortitude save DC 15 negates). If the victim’s size is not within one size category of the lycanthrope, this ability has no effect. [B]Pheromones (Ex)[/B] All creatures of the same species (base species, not necessarily a lycanthrope) within a 15 ft. radius of a lycanthrope in his base form must succeed a Will save (DC 10 + ½ lycanthrope HD + lycanthrope Con modifier) or be charmed as if by a charm monster spell. This status lasts as long as the charmed creature remains within 15 ft. of the lycanthrope and for 2 hours. Any hostile action taken by the lycanthrope against the creature break the effect and for 24 hours the creature is immune to the pheromones ability from the same lycanthrope. This is a charm, mind-affecting effect based on smell and creatures without the ability to smell are immune to this ability. Any creature who succeeds against this ability is immune to the pheromones ability from the same lycanthrope for the next 24 hours. [B]Roar (Ex)[/B] As a standard action, the lycanthrope’s with a roar (or any type of typical sonic communication of the base monster, like howl for a werewolf) strikes fear into all enemies who hear it. This is a sonic effect and doesn’t work in an area of silence or against deafness opponent. All foes within 30 feet who can hear the lycanthrope must make a successful Will save (DC 10 + ½ lycanthrope HD + lycanthrope Cha modifier) or become shaken for 5d6 rounds. If a creature fail the save by more of 5, he’s instead frightened for the same duration. This is a fear, mind-affecting, sonic effect. Any creature who succeeds against this ability is immune to the roar ability from the same lycanthrope for the next 24 hours. This ability may only affect opponents with fewer Hit Dice or levels than the lycanthrope. [B]Spell-like Abilities:[/B] A lycanthrope gains the spell-like abilities of the base monster in hybrid and monster form. [B]Spell Resistance:[/B] A lycanthrope is naturally resistant to magic. A lycanthrope in hybrid or monster form gains spell resistance equal to 11 + HD. This spell resistance does not stack with spell resistance from other sources. [B]Spellcasting:[/B] If the base monster is a natural spellcaster, the lycanthrope gains natural spellcasting only in monstrous form. [B]Special Qualities:[/B] A lycanthrope gains the following. [B]Change Shape (Su)[/B] All lycanthropes have three forms—a base form, a monster form, and a hybrid form. Equipment does not meld with the new form between base and hybrid form, but does between those forms and monster form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume monster or hybrid form as a full-round action by making a DC 15 Constitution check, or base form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume monster or hybrid form, but a –5 penalty to Constitution checks made to assume base form. An afflicted lycanthrope reverts to its base form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its base form, although it remains dead. This is a polymorph effect. [B]Child of The Moon (Su)[/B] The lycanthrope is filled with enthusiastic vigor when the light of the moon is strongest. When the moon is at least half full, the lycanthrope gains the benefit of bless whenever he is outdoors at night. On nights of the full moon (the night that precedes it, the precise night, and the night after), the lycanthrope gains the effect of heroism rather than bless, and retains the benefit indoors. When the moon is less than half full, the lycanthrope becomes fatigued during the night. On nights of the new moon (the night that precedes it, the precise night, and the night after), the lycanthrope becomes exhausted. [B]Lycanthropic Empathy (Ex)[/B] In any form, natural lycanthropes can communicate and empathize with monsters related to their monster form. They can use Diplomacy to alter such a monster’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in monster or hybrid form. [B]Monstrous Blood (Ex)[/B] In all forms, a lycanthrope is considered both the base creature’s and base monster’s type (if different) for purposes and spell and effects that affect a specific monster type. [B]Survival Instinct (Ex)[/B] If at anytime a lycanthrope in base form is reduced to 10% Hit Points (or if he ever takes damage which exceeds his massive damage threshold), the creature must make a Will save DC (DC 10 + ½ lycanthrope HD + lycanthrope Con modifier) or automatically change into hybrid form or monster form. When triggered in this way, the lycanthrope brain reverts to the most basic form of fight or flight: he cannot use any Charisma–, Dexterity–, or Intelligence–based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration and must chose (player’s choice) or to fight until the end or to flee at the best of his abilities. If it choose fight it cannot flee the fight in any willing way and this state ends when all foe are kill or incapacitated; regardless, the lycanthrope can distinguishes enemies and allies in this state. If it choose flight, it must flee at the best of its abilities, in this case, the lycanthrope cannot make attack or use offensive action but gains a +4 dodge bonus to Armor Class against attacks of opportunity caused when it move out of or within a threatened area, this state work as frightened (this is not mind-affecting or fear and overcome any immunity of the lycanthrope) but without the –2 penalty to attack, saving throws, skill and ability checks and ends when the lycanthrope is no longer in peril. [B]Abilities:[/B] +2 Wis, –2 Cha (minimum 1) in all forms; +2 Str, +2 Con in hybrid and monster forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature’s stats, a lycanthrope’s physical ability scores (Strength, Dexterity and Constitution) change when he assumes hybrid or monster form. In base form, the lycanthrope’s physical ability scores are unchanged from the base creature’s form. In monster and hybrid forms the lycanthrope’s physical ability scores are the same as the base creature’s or the base monster’s, whichever ability score is higher (plus the +2 to Str and Con). If the base monster has no score in an ability, the lycanthrope uses the base creature’s score in all forms. If the base creature has no score in an ability, it gains the base monster’s score in hybrid and monster form. [B]Feats:[/B] A lycanthrope gains the bonus feats of both the base creature and base monster in all forms. A lycanthrope gains Alertness, Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Run, Toughness and Skill Focus (survival) as bonus feats in hybrid and monster forms. [B]Skills: [/B]A lycanthrope keeps the bonus racial modifiers of the base monster in hybrid and monster forms. In base and hybrid forms it has the racial modifiers of the base creature. The lycanthrope’s class skills are those of both the base creature and base monster. [B]Languages:[/B] In all forms, the lycanthrope can speak the languages of the base creature and base monster. If the base creature or base monster has a supernatural or spell-like mode of communication, such as telepathy, it gains that mode of communication in monster and hybrid forms. If the base monster cannot speak, the lycanthrope cannot speak in monster form. [/QUOTE]
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