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<blockquote data-quote="Iron_Chef" data-source="post: 1209964" data-attributes="member: 4530"><p>WERESNAKE</p><p>(KING COBRA, ANACONDA)</p><p>Climate/Terrain Warm Humid Lands (India and</p><p>Southeast Asia / South and Central</p><p>America)</p><p>Frequency Very Rare</p><p>Organization Solitary</p><p>Activity Cycle Any</p><p>Diet Carnivore</p><p>Intelligence High</p><p>Treasure Nil</p><p> King Cobra Anaconda</p><p>Alignment Lawful Evil or Neutral Evil</p><p>No. Appearing 1/1</p><p>Armor Class 4/3</p><p>Movement 15, Sw 15/6, Sw 18</p><p>Hit Dice 5/7+2</p><p>THAC0 15/13</p><p>No. of Attacks 1 or 2</p><p>Damage/Attack 1d6 (bite) 1d8 (bite) / 2d6+2</p><p>(constriction)</p><p>Special Attacks poison/constriction</p><p>Special Defenses +1 or ivory/+1 or silver or</p><p>hardwood to hit</p><p>Magic Resistance N/A N/A</p><p>Size M/M</p><p>in snake form L (12-18')/L (25-30')</p><p>Morale 13/12</p><p>XP Value 650/1,400</p><p></p><p>Were-King Cobra</p><p></p><p>King cobras have three forms: human, snake,</p><p>and a hybrid between the two. In snakeform</p><p>they appear as a typical king cobra,</p><p>covered with black scales fading to a</p><p>yellowish underbelly. They measure from</p><p>12 to 18 feet long, but are never more than</p><p>a half foot wide. As a normal king cobra, the were-king</p><p>cobra has a “hood” that extends from around its throat.</p><p>The back of the hood has the familiar eyespot pattern of a</p><p>typical king cobra. If threatened the creature flattens out</p><p>its neck ribs, spreading the hood wide. When preparing</p><p>to attack, the were-king cobra can rear up to a third of its</p><p>body length, making it as tall as a man. The snake’s</p><p>rearing height is important, as it bites by attacking</p><p>forward and down, so it cannot attack anything above that</p><p>height. The king cobra has half-inch long fangs that</p><p>inject one of the deadliest poisons in nature, known to</p><p>have killed elephants in half an hour.</p><p></p><p>In human form, were-king cobras appear entirely</p><p>human, and are able to blend into the community around</p><p>them. A few features stand out about were-king cobras.</p><p>For one, they lack most body hair; except for the hair</p><p>growing on their scalp, were-king cobras are hairless.</p><p>Other noticeable characteristics are their height and</p><p>weight: Were-king cobras are usually taller than the</p><p>average human, though not abnormally so. They range in</p><p>height from 5’11” to 6’4” for males, and 5’8” to 6’2” for</p><p>females. They are also more slender than humans, never</p><p>weighting more than 150 lbs. for males or 110 for</p><p>females.</p><p></p><p>In the were-king cobra’s third or hybrid form, black</p><p>scales cover the creature’s body. Its torso stretches</p><p>longer and thinner, until the creature stands 8 feet tall. A</p><p>3-foot tail grows from the creature’s lower back, and its</p><p>hair disappears under the newly formed scales on its head.</p><p>As scales cover the were-king cobra’s head the vertebra</p><p>in its neck form a hood, larger but otherwise similar to the</p><p>one in its snake form. Its tongue becomes forked and</p><p>doubles in length.</p><p></p><p>Combat</p><p></p><p>Were-king cobras try to avoid direct confrontations,</p><p>preferring to attack by surprise. When stalking prey</p><p>were-king cobras move through the undergrowth in</p><p>silence, approaching to within a few feet of their prey</p><p>before striking. The utter silence with which the wereking</p><p>cobra moves imposes a -4 penalty to its opponents’</p><p>surprise rolls.</p><p>The were-king cobra is able to inject a deadly poison</p><p>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</p><p>penalty or die in 6+1d4 rounds. If the die roll of a human</p><p>victim’s saving throw indicates failure, but fall within 4</p><p>points of the number needed for success, the victim will</p><p>not die, though he may wish he had. Instead, his body is</p><p>racked with tremors and pain. The victim soon falls</p><p>comatose, bedridden with a high fever and chills for a</p><p>week, but will then mysteriously recover. Unknown to</p><p>the victim, he has contracted lycanthropy from the bite</p><p>and will transform into a were-king cobra as described</p><p>below.</p><p></p><p>While in snake or hybrid form, hereditary and</p><p>maledictive were-king cobras can use a mesmerizing</p><p>dance called the “Dance of the Cobra.” All those within</p><p>60 feet who watch the snake’s hypnotic dance must save</p><p>vs. paralysis or be enthralled (as per the spell) for 1d6</p><p>rounds after the dance ends. Some were-king cobras have</p><p>mastered the dance enough to inflict a -2 penalty to the</p><p>victim’s saving throw.</p><p></p><p>Only weapons made of ivory or imbued with at least</p><p>a +1 magical enchantment can harm were-king cobras.</p><p>Contrary to popular belief, were-king cobras are not</p><p>mesmerized by pipe music. However, the sound does</p><p>make them lethargic. If a were-king cobra hears the pipe</p><p>music of a snake-charmer for 5 consecutive rounds, it will</p><p>be affected as if by a slow spell. Typically, a hereditary</p><p>or maledictive were-king cobra will simply flee at the</p><p>sound of such music, returning at a later time when its</p><p>prey is unaware.</p><p></p><p>Habitat/Society</p><p></p><p>In the Demiplane of Dread, were-king cobras are natives</p><p>of the domain of Sri Raji. There they live on the outskirts</p><p>of the two smaller cities of Pakat and Tvashsti. A few</p><p>live as hermits in the jungle itself, but most prefer to live</p><p>near the communities of man to feed off livestock and the</p><p>occasionally human. Most attempt to remain unnoticed</p><p>by the domain lord, Arijani, and his cult of Kali, whom</p><p>they fear. Occasionally a were-king cobra will join one of</p><p>the other evil cults in Sri Raji, such as Shiva, but none</p><p>have ever joined the Dark Sisters that serve Arijani. Such</p><p>were-king cobras can advance as priests up to 8th level. A</p><p>few of those were-king cobras living near the city of</p><p>Tvashsti have gained access to that city’s large university.</p><p>These creatures have taken up the study of magic and</p><p>become wizards. Were-king cobras can advance as</p><p>wizards up to 10th level.</p><p></p><p>Ecology</p><p></p><p>An infected were-king cobra transforms for one week</p><p>following the summer and winter solstice and the spring</p><p>and fall equinox. During this time the were-king cobra</p><p>must eat the equivalent of a large human child, though</p><p>they can and do eat larger prey. The were-king cobra</p><p>swallows its prey whole after using its poisonous bite.</p><p>Once it does so, the infected were-king cobra is typically</p><p>lethargic for ten days following the meal. The affected</p><p>were-king cobra acts as if under the affects of a slow</p><p>spell. This lethargy continues even after it returns to its</p><p>human form.</p><p></p><p>Hereditary and maledictive were-king cobras also</p><p>suffer from lethargy after feeding, but they recover after</p><p>only five days. Such were-king cobras need only feed</p><p>once per month, though they often eat small meals while</p><p>in human form to maintain their disguise.</p><p>Were-king cobras hunt a variety of prey large and</p><p>small, including humans. However, for some unknown</p><p>reason, were-king cobras will not attack cattle for any</p><p>reason.</p><p></p><p>Gothic Earth</p><p></p><p>On Gothic Earth, were-king cobras are solitary, and do</p><p>not form communities of their own, instead living in small</p><p>communities in rural India and throughout Indochina.</p><p>They prefer to live in villages near rivers or bodies of</p><p>water, but travel to large cities on occasion. Were-king</p><p>cobra are excellent swimmers and typically hunt their</p><p>prey near the water’s edge. If anything goes wrong in its</p><p>attack, the were-king cobra uses the water to escape.</p><p>Most were-king cobras are Lawful Evil, though 5%</p><p>of them are Lawful Neutral. Were-king cobras are very</p><p>ambitious creatures, and typically pose as the holy man in</p><p>their village in an attempt to exert influence in their</p><p>communities. The influence they hold varies from one</p><p>were-king cobra to the next, but all promote a respect for</p><p>snakes of all kinds. Communities in which were-king</p><p>cobras live do not fear snakes and often live safely in</p><p>close proximity to many poisonous snakes. Were-king</p><p>cobras have no control over normal serpents, however.</p><p>Another aspect of their status as wise men is they tend to</p><p>have a strong connection to the past, and many were-king</p><p>cobras have delved deep into the lost secrets of the</p><p>ancients to discover adept magic. Such were-king cobras</p><p>can advance as adepts up to 7th level.</p><p>Occasionally, a were-king cobra’s ambition brings it</p><p>to one of the large cities in southeast Asia to conduct</p><p>some nefarious plot. Though this is rare, it is suspected</p><p>that at least two were-king cobras have gained mid-level</p><p>positions in the British colonial government of India.</p><p>_____________________</p><p></p><p>Were-Anaconda</p><p></p><p>Were-anacondas have two forms, that of a human and of a</p><p>gigantic snake. In human form, they are indistinguishable</p><p>from the native inhabitants of South and Central America,</p><p>with brown skin and dark hair.</p><p>In snake form, were-anacondas grow from 25 to 30</p><p>feet in length. Their width can be as much as 15 inches.</p><p>Their coloration varies from one creature to the next, but</p><p>a broken pattern of shades of blacks and browns are</p><p>typical. Despite its large size, the appearance of a wereanaconda</p><p>in snake-form is not abnormal as normal</p><p>anacondas occasionally grow to the same length. A wereanaconda’s</p><p>eyes have slit pupils in both human and snake</p><p>form, though this is only slightly noticeable while human.</p><p></p><p>Combat</p><p></p><p>Were-anacondas avoid combat unless in snake-form.</p><p>They attack by dropping on their prey from above, or</p><p>lashing out vertically at a target. The were-anaconda’s</p><p>natural abilities for stalking prey gives it the equivalent of</p><p>the Hunting proficiency. The were-anaconda’s natural</p><p>camouflage and stealth grant it a base score of 16 in this</p><p>skill, and they use this ability to gain surprise on their</p><p>prey, both animal and human.</p><p></p><p>Once the were-anaconda strikes its prey, it constricts</p><p>around the victim’s torso, automatically causing</p><p>construction damage each round. A were-anaconda is</p><p>long enough to be able to constrict up to two adult</p><p>humans at one time. Freeing a victim from the snake’s</p><p>constriction requires a combined Strength of 60 points.</p><p>Anyone attacking a were-anaconda while it constricts a</p><p>victim has a 20% change of hitting the victim instead.</p><p>Though rarely used, the bite of a were-anaconda can</p><p>inflect its prey with lycanthropy. For each point of</p><p>damage inflicted with a bite, there is a 2% chance the</p><p>victim contracts the disease.</p><p></p><p>Were-anacondas are only affected by weapons with</p><p>at least a +1 enchantment, or by those weapons made</p><p>from silver or the hardwood of the mahogany tree, called</p><p>caobo by the locals. Were-anacondas also have an</p><p>allergy to guava, and cannot stand the smell. A wereanaconda</p><p>will not close within 20 feet of a guava tree, and</p><p>will flee if sprayed with guava juice. The were-anaconda</p><p>will not return until it has been able to wash off the smell.</p><p></p><p>Habitat/Society</p><p></p><p>Hereditary were-anacondas are unknown in the known</p><p>domains of Ravenloft, but deceitful and malevolent</p><p>beings of the Demiplane are occasionally cursed to</p><p>become were-anacondas. Such maledictive lycanthropes</p><p>can be of any class.</p><p></p><p>Occasionally a were-anaconda will establish his</p><p>home near a small village. In this case, the local villagers</p><p>tend to accept the were-anaconda’s presence, since it</p><p>drives away other large predators that enter its hunting</p><p>grounds. At the same time the villagers fear the wereanaconda</p><p>and may try to placate him with various gifts,</p><p>including livestock.</p><p></p><p>As mentioned above, were-anacondas kill or drive</p><p>off any large predators, including snakes and other wereanacondas,</p><p>that enter their hunting ground, usually a</p><p>stretch of river one to two miles in length.</p><p></p><p>Ecology</p><p></p><p>Because were-anacondas rarely use their bite in combat,</p><p>infected Anacondas are very rare. If an individual does</p><p>become one of the few inflected were-anacondas, he will</p><p>transform into snake form on the first night of each new</p><p>moon and remain in that form until the third night of the</p><p>new moon. During this time the were-anaconda hunts</p><p>until it has eaten the equivalent of an adult human. As</p><p>with a normal anaconda, it swallows its prey whole. Once</p><p>an infected were-anaconda eats it prey, it enters a</p><p>lethargic period, similar to that described above under the</p><p>King Cobra. The were-anaconda’s lethargy lasts for six</p><p>days.</p><p></p><p>Hereditary were-anacondas also suffer from lethargy</p><p>after feeding, but have developed a way to break out of</p><p>the lethargy if threatened. Hereditary were-anacondas</p><p>can regurgitate the prey they have swallowed. This</p><p>allows them to shake off the effects of lethargy in a single</p><p>round, so better to defend itself against a threat, or to</p><p>attack and kill more prey that it does not wish to escape.</p><p></p><p>Gothic Earth</p><p>The were-anacondas of Gothic Earth have no society of</p><p>their own. The were-anaconda lives a solitary life, away</p><p>from others of its kind and human settlements. Wereanacondas</p><p>hate large crowds and will never willingly</p><p>enter a large town or city. Typically they live as hermits</p><p>in the rain forests of Central and South America. Because</p><p>they prefer to hunt in or near water, were-anacondas</p><p>usually make their homes near the large rivers and flood</p><p>plains of the rain forests.</p><p></p><p>Maledictive were-anacondas are more common than</p><p>one would believe. It seems to be a common curse that</p><p>affects native mystics of Central and South America who</p><p>fall under the attention of the Red Death.</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1209964, member: 4530"] 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. [/QUOTE]
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