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WERESNAKE
(KING COBRA, ANACONDA)
Climate/Terrain Warm Humid Lands (India and
Southeast Asia / South and Central
America)
Frequency Very Rare
Organization Solitary
Activity Cycle Any
Diet Carnivore
Intelligence High
Treasure Nil
King Cobra Anaconda
Alignment Lawful Evil or Neutral Evil
No. Appearing 1/1
Armor Class 4/3
Movement 15, Sw 15/6, Sw 18
Hit Dice 5/7+2
THAC0 15/13
No. of Attacks 1 or 2
Damage/Attack 1d6 (bite) 1d8 (bite) / 2d6+2
(constriction)
Special Attacks poison/constriction
Special Defenses +1 or ivory/+1 or silver or
hardwood to hit
Magic Resistance N/A N/A
Size M/M
in snake form L (12-18')/L (25-30')
Morale 13/12
XP Value 650/1,400
Were-King Cobra
King cobras have three forms: human, snake,
and a hybrid between the two. In snakeform
they appear as a typical king cobra,
covered with black scales fading to a
yellowish underbelly. They measure from
12 to 18 feet long, but are never more than
a half foot wide. As a normal king cobra, the were-king
cobra has a “hood” that extends from around its throat.
The back of the hood has the familiar eyespot pattern of a
typical king cobra. If threatened the creature flattens out
its neck ribs, spreading the hood wide. When preparing
to attack, the were-king cobra can rear up to a third of its
body length, making it as tall as a man. The snake’s
rearing height is important, as it bites by attacking
forward and down, so it cannot attack anything above that
height. The king cobra has half-inch long fangs that
inject one of the deadliest poisons in nature, known to
have killed elephants in half an hour.
In human form, were-king cobras appear entirely
human, and are able to blend into the community around
them. A few features stand out about were-king cobras.
For one, they lack most body hair; except for the hair
growing on their scalp, were-king cobras are hairless.
Other noticeable characteristics are their height and
weight: Were-king cobras are usually taller than the
average human, though not abnormally so. They range in
height from 5’11” to 6’4” for males, and 5’8” to 6’2” for
females. They are also more slender than humans, never
weighting more than 150 lbs. for males or 110 for
females.
In the were-king cobra’s third or hybrid form, black
scales cover the creature’s body. Its torso stretches
longer and thinner, until the creature stands 8 feet tall. A
3-foot tail grows from the creature’s lower back, and its
hair disappears under the newly formed scales on its head.
As scales cover the were-king cobra’s head the vertebra
in its neck form a hood, larger but otherwise similar to the
one in its snake form. Its tongue becomes forked and
doubles in length.
Combat
Were-king cobras try to avoid direct confrontations,
preferring to attack by surprise. When stalking prey
were-king cobras move through the undergrowth in
silence, approaching to within a few feet of their prey
before striking. The utter silence with which the wereking
cobra moves imposes a -4 penalty to its opponents’
surprise rolls.
The were-king cobra is able to inject a deadly poison
into its prey with its half-inch long fangs. A victim of the were-king cobra’s bite must save vs. poison with a -4
penalty or die in 6+1d4 rounds. If the die roll of a human
victim’s saving throw indicates failure, but fall within 4
points of the number needed for success, the victim will
not die, though he may wish he had. Instead, his body is
racked with tremors and pain. The victim soon falls
comatose, bedridden with a high fever and chills for a
week, but will then mysteriously recover. Unknown to
the victim, he has contracted lycanthropy from the bite
and will transform into a were-king cobra as described
below.
While in snake or hybrid form, hereditary and
maledictive were-king cobras can use a mesmerizing
dance called the “Dance of the Cobra.” All those within
60 feet who watch the snake’s hypnotic dance must save
vs. paralysis or be enthralled (as per the spell) for 1d6
rounds after the dance ends. Some were-king cobras have
mastered the dance enough to inflict a -2 penalty to the
victim’s saving throw.
Only weapons made of ivory or imbued with at least
a +1 magical enchantment can harm were-king cobras.
Contrary to popular belief, were-king cobras are not
mesmerized by pipe music. However, the sound does
make them lethargic. If a were-king cobra hears the pipe
music of a snake-charmer for 5 consecutive rounds, it will
be affected as if by a slow spell. Typically, a hereditary
or maledictive were-king cobra will simply flee at the
sound of such music, returning at a later time when its
prey is unaware.
Habitat/Society
In the Demiplane of Dread, were-king cobras are natives
of the domain of Sri Raji. There they live on the outskirts
of the two smaller cities of Pakat and Tvashsti. A few
live as hermits in the jungle itself, but most prefer to live
near the communities of man to feed off livestock and the
occasionally human. Most attempt to remain unnoticed
by the domain lord, Arijani, and his cult of Kali, whom
they fear. Occasionally a were-king cobra will join one of
the other evil cults in Sri Raji, such as Shiva, but none
have ever joined the Dark Sisters that serve Arijani. Such
were-king cobras can advance as priests up to 8th level. A
few of those were-king cobras living near the city of
Tvashsti have gained access to that city’s large university.
These creatures have taken up the study of magic and
become wizards. Were-king cobras can advance as
wizards up to 10th level.
Ecology
An infected were-king cobra transforms for one week
following the summer and winter solstice and the spring
and fall equinox. During this time the were-king cobra
must eat the equivalent of a large human child, though
they can and do eat larger prey. The were-king cobra
swallows its prey whole after using its poisonous bite.
Once it does so, the infected were-king cobra is typically
lethargic for ten days following the meal. The affected
were-king cobra acts as if under the affects of a slow
spell. This lethargy continues even after it returns to its
human form.
Hereditary and maledictive were-king cobras also
suffer from lethargy after feeding, but they recover after
only five days. Such were-king cobras need only feed
once per month, though they often eat small meals while
in human form to maintain their disguise.
Were-king cobras hunt a variety of prey large and
small, including humans. However, for some unknown
reason, were-king cobras will not attack cattle for any
reason.
Gothic Earth
On Gothic Earth, were-king cobras are solitary, and do
not form communities of their own, instead living in small
communities in rural India and throughout Indochina.
They prefer to live in villages near rivers or bodies of
water, but travel to large cities on occasion. Were-king
cobra are excellent swimmers and typically hunt their
prey near the water’s edge. If anything goes wrong in its
attack, the were-king cobra uses the water to escape.
Most were-king cobras are Lawful Evil, though 5%
of them are Lawful Neutral. Were-king cobras are very
ambitious creatures, and typically pose as the holy man in
their village in an attempt to exert influence in their
communities. The influence they hold varies from one
were-king cobra to the next, but all promote a respect for
snakes of all kinds. Communities in which were-king
cobras live do not fear snakes and often live safely in
close proximity to many poisonous snakes. Were-king
cobras have no control over normal serpents, however.
Another aspect of their status as wise men is they tend to
have a strong connection to the past, and many were-king
cobras have delved deep into the lost secrets of the
ancients to discover adept magic. Such were-king cobras
can advance as adepts up to 7th level.
Occasionally, a were-king cobra’s ambition brings it
to one of the large cities in southeast Asia to conduct
some nefarious plot. Though this is rare, it is suspected
that at least two were-king cobras have gained mid-level
positions in the British colonial government of India.
_____________________
Were-Anaconda
Were-anacondas have two forms, that of a human and of a
gigantic snake. In human form, they are indistinguishable
from the native inhabitants of South and Central America,
with brown skin and dark hair.
In snake form, were-anacondas grow from 25 to 30
feet in length. Their width can be as much as 15 inches.
Their coloration varies from one creature to the next, but
a broken pattern of shades of blacks and browns are
typical. Despite its large size, the appearance of a wereanaconda
in snake-form is not abnormal as normal
anacondas occasionally grow to the same length. A wereanaconda’s
eyes have slit pupils in both human and snake
form, though this is only slightly noticeable while human.
Combat
Were-anacondas avoid combat unless in snake-form.
They attack by dropping on their prey from above, or
lashing out vertically at a target. The were-anaconda’s
natural abilities for stalking prey gives it the equivalent of
the Hunting proficiency. The were-anaconda’s natural
camouflage and stealth grant it a base score of 16 in this
skill, and they use this ability to gain surprise on their
prey, both animal and human.
Once the were-anaconda strikes its prey, it constricts
around the victim’s torso, automatically causing
construction damage each round. A were-anaconda is
long enough to be able to constrict up to two adult
humans at one time. Freeing a victim from the snake’s
constriction requires a combined Strength of 60 points.
Anyone attacking a were-anaconda while it constricts a
victim has a 20% change of hitting the victim instead.
Though rarely used, the bite of a were-anaconda can
inflect its prey with lycanthropy. For each point of
damage inflicted with a bite, there is a 2% chance the
victim contracts the disease.
Were-anacondas are only affected by weapons with
at least a +1 enchantment, or by those weapons made
from silver or the hardwood of the mahogany tree, called
caobo by the locals. Were-anacondas also have an
allergy to guava, and cannot stand the smell. A wereanaconda
will not close within 20 feet of a guava tree, and
will flee if sprayed with guava juice. The were-anaconda
will not return until it has been able to wash off the smell.
Habitat/Society
Hereditary were-anacondas are unknown in the known
domains of Ravenloft, but deceitful and malevolent
beings of the Demiplane are occasionally cursed to
become were-anacondas. Such maledictive lycanthropes
can be of any class.
Occasionally a were-anaconda will establish his
home near a small village. In this case, the local villagers
tend to accept the were-anaconda’s presence, since it
drives away other large predators that enter its hunting
grounds. At the same time the villagers fear the wereanaconda
and may try to placate him with various gifts,
including livestock.
As mentioned above, were-anacondas kill or drive
off any large predators, including snakes and other wereanacondas,
that enter their hunting ground, usually a
stretch of river one to two miles in length.
Ecology
Because were-anacondas rarely use their bite in combat,
infected Anacondas are very rare. If an individual does
become one of the few inflected were-anacondas, he will
transform into snake form on the first night of each new
moon and remain in that form until the third night of the
new moon. During this time the were-anaconda hunts
until it has eaten the equivalent of an adult human. As
with a normal anaconda, it swallows its prey whole. Once
an infected were-anaconda eats it prey, it enters a
lethargic period, similar to that described above under the
King Cobra. The were-anaconda’s lethargy lasts for six
days.
Hereditary were-anacondas also suffer from lethargy
after feeding, but have developed a way to break out of
the lethargy if threatened. Hereditary were-anacondas
can regurgitate the prey they have swallowed. This
allows them to shake off the effects of lethargy in a single
round, so better to defend itself against a threat, or to
attack and kill more prey that it does not wish to escape.
Gothic Earth
The were-anacondas of Gothic Earth have no society of
their own. The were-anaconda lives a solitary life, away
from others of its kind and human settlements. Wereanacondas
hate large crowds and will never willingly
enter a large town or city. Typically they live as hermits
in the rain forests of Central and South America. Because
they prefer to hunt in or near water, were-anacondas
usually make their homes near the large rivers and flood
plains of the rain forests.
Maledictive were-anacondas are more common than
one would believe. It seems to be a common curse that
affects native mystics of Central and South America who
fall under the attention of the Red Death.