Welcome back to the Creature Incarnations zoo. The good news is that my scouts returned -- with a lot of information. The bad news is that my scouts returned -- as lycanthropes. It took quite a while to confine them, but they are safe to view now. I don't know if I can get them cured, but I have called for priests to help with that. In the meantime, they make great specimens, so let's wander out and take a look at them. Each has three stat blocks, one for each form, so the column is pretty long this month.
d20 Modern: Malleable Troglodyte Werewolf
This creature prefers its hybrid form, since it has the best physical capabilities. If it has to voluntarily change to hybrid form, it must make a successful DC 15 Control Shape check. Unlike a normal troglodyte, this creature likes to get into melee, relying on its obscure damage reduction to survive long enough to tear apart his foes. Remember that it gets its stench in any form. Malleable Troglodyte Werewolf (Troglodyte Form) CR 5 Malleable Troglodyte Werewolf (Hybrid Form) CR 5 Malleable Troglodyte Werewolf (Wolf Form) CR 5 Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent as a free action that does not provoke an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Alternate Form (Su) A werewolf can shift into wolf form. It does not assume the ability scores of the animal, but instead adds the animal's physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features. Malleable Form (Ex) A malleable creature can look different. It can appear 1 foot taller or shorter than normal, and it can look thinner or fatter. It cannot imitate specific persons. As a full-round action a malleable creature can squeeze through an opening as small as 6 inches square. It moves at one-third of its normal speed while in an enclosed small space, and it cannot take actions until at least half its body has emerged from the space. Objects and clothing worn by the creature are not malleable, and any larger than Tiny are left behind unless every part of the opening is large enough to accommodate them. Stench (Ex) When a troglodyte is angry or frightened, it secretes a musk-like oily chemical. All living creatures within 30 feet must succeed on a Fortitude save (DC 13) or take a -2 morale penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws for 1 minute. Wolf Empathy (Ex) In any form, werewolves can communicate and empathize with normal or dire wolves. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Demon Wereboar
This ugly creature is equally at home in any form, and it destroys foes with impunity. It cannot summon demons in hybrid or animal forms, but it can use its other spell-like abilities. To imagine what this creature looks like, consider that the half-troll template makes a creature lanky and warty and kind of greenish and gives it stringy hair. Now, stick a boar's head on that and you have this monstrosity in hybrid form. Half-Troll Half-Babau Dire Wereboar (Babau Form) CR 12 Half-Troll Half-Babau Dire Wereboar (Hybrid Form) CR 12 Half-Troll Half-Babau Dire Wereboar (Dire Boar Form) CR 12 Ferocity (Ex) This creature is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Rend (Ex) If this creature hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals extra points of damage. Summon Tanar'ri (Sp) 40% chance to summon 1 babau; 1/day; caster level 7th. This ability is the equivalent of a 3rd-level spell. Alternate Form (Su) A dire wereboar can shift into dire boar form. It does not assume the ability scores of the animal, but instead adds the animal's physical ability score modifiers to its own ability scores. A dire wereboar also can assume a bipedal hybrid form with prehensile hands and animalistic features. Boar Empathy (Ex) In any form, dire wereboars can communicate and empathize with normal or dire boars. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack." Protective Slime (Su) A slimy red jelly coats the creature's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 25 Reflex save (DC 28 in hybrid and animal forms) to avoid taking this damage. A creature who strikes the creature with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 25 Reflex save (DC 28 in hybrid and animal forms). The save DCs are Constitution-based.
Bugbear Werewolf Wendigo The wendigo (from Fiend Folio) is an acquired template, so the lycanthrope template is used as an inherited template for this creature. Thus, a lycanthropic fey. Because the wendigo has only a bite attack, the dire wolf is a natural choice for a base animal for the lycanthrope. It would be cool to use the tyrannosaurus rex as the base animal, but it is too big compared to the bugbear. This creature prefers hybrid or animal form simply because it can give the victim lycanthropy in addition to the other bite effects. It can freely change between forms, and it uses the best form for the task at hand. Its fly speed is not affected by the choice of form, so as a flying wolf or a flying bugbear he is equally fast and nasty. Bugbear Werewolf Wendigo (Bugbear Form) CR 10 Bugbear Werewolf Wendigo (Hybrid Form) CR 10 When raging, the following changes apply to the above statistics. AC 21, touch 16, flat-footed 13 Bugbear Werewolf Wendigo (Dire Wolf Form) CR 10 When raging, the following changes apply to the above statistics. AC 21, touch 16, flat-footed 13 Regeneration (Ex) Fire does normal damage to a wendigo. Trip (Ex) A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action that does not provoke an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf. Curse of Lycanthropy (Su) Any humanoid or giant hit by this creature's bite attack (while it's in animal or hybrid form) must succeed on a DC 15 Fortitude save or contract lycanthropy. Disease (Ex) Bite, Fort DC 20 negates, incubation period 1d3 days, damage 1d3 Wis each day. Additionally, each day the victim takes Wisdom damage he must make a successful Will save DC 16 or be overwhelmed with an insatiable hunger for the flesh of its own race. The victim stalks and tries to kill the closest member of its own race; if it does, it feeds on victim's body and returns home with no memory of the event. If a victim of this hunger is reduced to a 0 Wisdom, he transforms into a wendigo immediately and races off into the night sky at such a speed that his feet burn away into charred stumps. Maddening Whispers (Su) A wendigo may use this ability on any one target within 120 feet once per day, and can use the ability while wind walking. Only the chosen victim can hear the insane whispers and invitations of the wendigo. The victim must make a successful DC 16 Will save or take 1d3 points of Wisdom damage. A wendigo will stop stalking a victim that resists this power for three days running and it will seek easier prey. Ravenous Bite (Ex) A wound resulting from a critical hit by the wendigo's bite bleeds for an additional 3 points of damage per round thereafter. Multiple wounds results in cumulative bleeding loss. The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any spell that heals hit point damage. Alternate Form (Su) A dire werewolf can shift into dire wolf form. It does not assume the ability scores of the animal, but instead adds the animal's physical ability score modifiers to its own ability scores. A dire werewolf also can assume a bipedal hybrid form with prehensile hands and animalistic features. Corner of the Eye (Su) A wendigo that stalks its victim while wind walking always seems to lurk just at the edge of its victim's field of vision. The victim takes a -2 penalty to all Wisdom-based skill checks as long as the wendigo stalks him. Wind Walk (Su) A wendigo can wind walk at will, changing from physical form to incorporeal form as a move action. Wolf Empathy (Ex) In any form, dire werewolves can communicate and empathize with normal or dire wolves. This gives them a +4 racial bonus on checks when influencing the animal's attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
About the Author Robert Wiese entered the gaming hobby through the Boy Scouts and progressed from green recruit to head of the most powerful gaming fan organization in the world. He served as head of the RPGA Network for almost seven years, overseeing the creation of the Living Greyhawk and Living Force campaigns, among other achievements. Eventually, he returned to private life in Reno, Nevada, where he is still involved in writing, organizing conventions, and playing. He also models proteins for the Biochemistry Department of the University of Nevada, Reno and spends as much time as possible with his wife and many pets. | ||
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