Dungeons and dragons lycanthrope template




















Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc. The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do.

In hybrid form, they can wield weapons or fight with their claws. A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.

If the attempt fails, the opponent cannot react to trip the werewolf lord. The lycanthrope template can be inherited for natural lycanthropes or acquired for afflicted lycanthropes. Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice. The lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type referred to hereafter as the base animal.

Lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the lycanthrope has in each form. Same as the base creature or base animal, depending on which form the lycanthrope is using. Add the base attack bonus for the base animal to the base attack bonus for the base creature.

A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack. A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.

A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form. Afflicted lycanthropes cannot pass on the curse of lycanthropy. A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below. Changing to or from animal or hybrid form is a standard action.

A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control see Lycanthropy as an Affliction , below , but natural lycanthropes have full control over this power.

In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form.

A lycanthrope has low-light vision in any form. A lycanthrope in hybrid form modifies its physical ability scores by the same amount. In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice. Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.

If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any "extra" feats are denoted as bonus feats. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form.

A lycanthrope receives Iron Will as a bonus feat. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. Organization: Solitary or pair, sometimes family 3—4 , pack 6—10 , or troupe family plus related animals.

Treasure: Standard. Alignment: Any. Noble creatures such as bears , eagles , and lions tend to produce good-aligned lycanthropes.

Sinister creatures such as rats , snakes , and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned. Advancement: By character class. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC.

The character remains in animal form, assuming the appropriate alignment, until the next dawn. The character remembers nothing about the entire episode or subsequent episodes unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition. Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check see below to resist changing into animal form.

Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form. A character with awareness of his condition retains his identity and does not lose control of his actions if he changes.

Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round.

Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event.

Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds on a DC 15 Fortitude save. An afflicted character who is not aware of his condition remains in animal form until the next dawn.

An afflicted character who is aware of his or her condition see above can try to resume humanoid form following a change voluntary or involuntary with a Control Shape check, but if he fails his check, he remains in animal or hybrid form until the following dawn. The character gets only one chance, no matter how much belladonna is consumed. When you change into your wolf form, your size is medium and you are unable to wield any weapons. You also cannot cast any spells while in this form.

While in wolf mode, you have a natural armor composed from your thickened skin and fur. In wolf form, you gain a bite attack. This is treated as a natural weapon that you have proficiency with. It deals 1d4 piercing damage on a successful hit. In your wolf form, you appear just as any other wolf.

Others will regard you as a regular wolf unless they succeed on a Wisdom Insight check opposed by your Charisma Deception check. Opponents who succeed notice an unnatural intelligence shining in your eyes, but do not immediately know you are a lycanthrope.

In wolf form, you have advantage on Wisdom Perception checks that rely on hearing or smell. You can use the Help action as a bonus action. You can use this trait a number of times equal to your Wisdom modifier, to a minimum of once. You regain all expended uses after a long rest. Base height and weight can be taken from the base race's page instead, as that is what determines your original form's size and weight. When creating a werewolf character, you can use the following table to add additional quirks to your character due to their affliction.

Use these tables in addition to or in place of your background's characteristics. Jump to: navigation , search. This page is of questionable balance. Reason: Natural Attack damage and Wicked Resistance even though it is optional may still are of questionable balance. Edit this Page All pages needing balance Contents.

Categories : Needs Balance! Views Page Discussion Edit History. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages! I feel more awake at night than I do during the day, and occasionally I have trouble getting to sleep. I can get easily distracted by small critters and animals when I see or smell them. I usually just eat meals raw rather than cook them. After traveling with someone for a while, I tend to get very attached and extremely protective of them.

Wiki Content. Magic: The Gathering. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. Retrieved 18 March Wizards of the Coast. Archived from the original on Retrieved White Dwarf Games Workshop 17 : Eric Holmes. Schend , Jon Pickens , and Dori Watry. Monster Manual. Cancel Save.



0コメント

  • 1000 / 1000