Weremouse

Lycanthrope, Weremouse (Template)

Covered in thin white fur, this humanoid has a murine face and a short, hairless tail.

A weremouse in humanoid form tends to be thin, short, shy, and skittish. It often dresses in rather plain clothing and may have an overbite.

Creating a Lycanthrope, Weremouse

Creating A Weremouse

"Weremouse" is an application of the lycanthrope template, using a dire mouse (see below) as the base animal.

Weremice have the following Animal or Hybrid Form Ability Modifiers: Str -4, Dex +6.

A weremouse's preferred alignment is neutral.

Dire Mouse

Small Animal

Hit Dice: 1d8 (4 hp)

Initiative: +3

Speed: 40 ft. (8 squares), climb 20 ft.

Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12

Base Attack/Grapple: +0/–6

Attack: Bite +4 melee (1d3-2)

Full Attack: Bite +4 melee (1d3-2)

Space/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: Low-light vision, scent

Saves: Fort +2, Ref +5, Will +3

Abilities: Str 6, Dex 17, Con 10, Int 1, Wis 12, Cha 2

Skills: Balance +11, Climb +11, Hide +17, Jump +15, Move Silently +13, Swim +11

Feats: Stealthy, Weapon Finesse (B)

Environment: Any

Organization: Solitary or family (5–20)

Challenge Rating: 1/4

Treasure: None

Alignment: Always neutral

Advancement: 2–3 HD (Small)

Level Adjustment: -

Skills: Dire mice have a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Climb, Jump, Move Silently, and Swim checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Dire mice use their Dexterity modifier for Climb, Jump, and Swim checks.

Challenge Rating: By class level or base creature +2

Sample Lycanthrope, Weremouse

Weremouse, Halfling Form

Small Humanoid (Halfling, Shapechanger)

Hit Dice: 1d8+1 plus 1d8 (9 hp)

Initiative: +1

Speed: 20 ft. (4 squares)

Armor Class: 18 (+1 size, +1 Dex, +2 natural, +3 studded leather, +1 light shield), touch 12, flat-footed 17

Base Attack/Grapple: +1/–3

Attack: Shortsword +4 melee (1d4/19–20) or light crossbow +3 ranged (1d6/19–20)

Full Attack: Shortsword +4 melee (1d4/19–20) or light crossbow +3 ranged (1d6/19–20)

Space/Reach: 5 ft./5 ft.

Special Attacks: Halfling traits

Special Qualities: Alternate form, halfling traits, mouse empathy, low-light vision, scent

Saves: Fort +6, Ref +4, Will +3

Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 8

Skills: Balance +9, Climb +2, Hide +10, Jump +4, Listen +3, Move Silently +13, Swim +8

Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)

Environment: Any

Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)

Challenge Rating: 2

Treasure: Standard

Alignment: Usually neutral

Advancement: By character class

Level Adjustment: +3

Weremouse, Mouse Form

Small Humanoid (Halfling, Shapechanger)

Hit Dice: 1d8+1 plus 1d8 (9 hp)

Initiative: +4

Speed: 40 ft. (8 squares), climb 20 ft.

Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14

Base Attack/Grapple: +1/–5

Attack: Bite +4 melee (1d3-2)

Full Attack: Bite +4 melee (1d3-2)

Space/Reach: 5 ft./5 ft.

Special Attacks: Curse of lycanthropy

Special Qualities: Alternate form, damage reduction 10/silver, mouse empathy, low-light vision, scent

Saves: Fort +6, Ref +7, Will +3

Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8

Skills: Balance +12, Climb +14, Hide +13, Jump +18, Listen +3, Move Silently +16, Swim +12

Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)

Environment: Any

Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)

Challenge Rating: 2

Treasure: Standard

Alignment: Usually neutral

Advancement: By character class

Level Adjustment: +3

Weremouse, Hybrid Form

Small Humanoid (Halfling, Shapechanger)

Hit Dice: 1d8+1 plus 1d8 (9 hp)

Initiative: +4

Speed: 20 ft. (4 squares)

Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14

Base Attack/Grapple: +1/–7

Attack: Shortsword +7 melee (1d4-2/19–20) or claw +6 melee (1d3-2) or light crossbow +6 ranged (1d6/19–20)

Full Attack: Shortsword +7 melee (1d4-2/19–20) and bite +1 melee (1d4-2); or two claws +6 melee (1d3-2) and bite +1 melee (1d4-2); or light crossbow +6 ranged (1d6/19–20)

Space/Reach: 5 ft./5 ft.

Special Attacks: Curse of lycanthropy

Special Qualities: Alternate form, damage reduction 10/silver, mouse empathy, low-light vision, scent

Saves: Fort +6, Ref +7, Will +3

Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8

Skills: Balance +12, Climb +6, Hide +13, Jump +8, Listen +3, Move Silently +16, Swim +12

Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)

Environment: Any

Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)

Challenge Rating: 2

Treasure: Standard

Alignment: Usually neutral

Advancement: By character class

Level Adjustment: +3

Alternate Form (Su): A weremouse can assume a bipedal hybrid form or the form of a dire mouse.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a weremouse's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Mouse Empathy (Ex): Communicate with mice and dire mice, and +4 racial bonus on Charisma-based checks against mice and dire mice.

Skills: A weremouse in any form has a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Jump, Move Silently, and Swim checks. A weremouse in rat or hybrid form uses its Dexterity modifier for Climb, Jump, and Swim checks. In mouse form, it has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Feats: Weremice gain Weapon Finesse as a bonus feat.

The weremouse presented here is based on a 1st-level halfling warrior who is a natural lycanthrope, using the following base ability scores: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.

 

Imagine Magazine #17