Lycanthropes are humans with the ability to assume animal form.
During the hours of darkness, they most commonly shape change to their animal form.
In periods of a full moon lycanthropes are 90% likely to be compelled to assume their alter-shape.
They usually move about as humans for whatever purposes they may have. Each type has its own language which is spoken in addition to Common.
Any humahoid creature bitten by a lycanthrope for damage equal to or greater than 50% of its total potential, but not actually killed (and eaten), is infected by the disease of lycanthropy.
If the person is carrying belladonna there is a 25% chance that this will cure the affliction if eaten within one hour. Note that this infusion will incapacitate the person for 1-4 days and there is a 1% chance of the poison in it killing the creature.
Otherwise, a cure disease spell from a 12th or higher level patriarch must be placed upon the creature within 3 days or it will become a lycanthrope in 7-14 days. There are some other forms of lycanthropes, but these are very rare in the extreme.
Chaotic Good Large Humanoid (human, shape-changer) (9-ft, 900-lbs)
FREQUENCY: Rare
NO. APPEARING: 1-4 (VI. 1)
SURPRISE: 17%
SENSES: night vision, scent
ARMOR CLASS: 2
MOVE: 9"
HIT DICE: 7 + 3 (hp 35)
% IN LAIR: 10%
TREASURE TYPE: R, T, X
ATTACK AC 0: 13
MELEE: 2 claws (1d3 each) and bite (2d4)
SPECIAL ATTACKS: hug (2d8), lycanthropy - Hits As: +2
SPECIAL DEFENSES: immune to disease, DR/silver, DR/magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional (15-16)
MORALE: +38%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Common, Werebear
LEVEL: VI (XP 1,525 + 10 per hp)
Great werebears are the most powerful of all lycanthropes. They never are found in other than full-grown state.
They are able to summon 1-6 brown bears in 2-12 turns if any such creatures are within one mile of the werebear. Werebears alone are 50% likely to be in company with 1-6 brown bears.
These creatures heal their wounds at three times the normal rate and are not subject to disease.
They can cure disease in another creature in 1-4 weeks if they so desire.
Their human form is typically large, hirsute, and of solitary temperament.
[Chaotic] Neutral Large Humanoid (human, shape-changer) (6-ft, 300-lbs)
FREQUENCY: Rare
NO. APPEARING: 2-8 (V. 1d3)
SURPRISE: 17%
SENSES: nightvision, scent
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 5 + 2 (hp 25)
% IN LAIR: 20%
TREASURE TYPE: B, S
THAC0: 15
MELEE: gore (2d6)
SPECIAL ATTACKS: lycanthropy - Hits As: +2
SPECIAL DEFENSES: poison resistance, DR/silver, DR/magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +27%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Common, Wereboar
LEVEL: VI (XP 375 + 6 per hp)
Found in dense woodlands and similar areas, wereboars are of ugly temper and likely to attack. In their human shape they are usually hot tempered and irascible — typical berserker nature. Wereboars seldom mingle with normal boarkind (15% chance).
Lawful Evil Small Humanoid (human, shape-changer)
FREQUENCY: Uncommon
NO. APPEARING: 4-24 (III. 1d4+1)
SURPRISE: 17% — Others +34%
SENSES: night vision
ARMOR CLASS: 6
MOVE: 12"
HIT DICE: 3 + 1 (hp 15)
% IN LAIR: 30%
TREASURE TYPE: C
THAC0: 16
MELEE: by weapon
SPECIAL ATTACKS: lycanthropy - Hits As: +1
SPECIAL DEFENSES: DR/silver, DR/magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +16%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common, Wererat
LEVEL: II (XP 225 + 4 per hp)
Sometimes known as ratmen, these sly and evil creatures inhabit subterranean tunnel complexes beneath cities.
Wererats are able to take three forms - human, human-sized ratman, and giant rat. They are typically sword-armed. They use their human form to dupe humans, luring them to a place where they can be captured to be held for ransom or possibly eaten. Wererats prefer to move about in a rat-like shape, smaller than a man but much larger than a normal rat.
They are capable of summoning and controlling giant rats, each wererat doing so with 2-12 of the creatures.
Neutral Large Humanoid (human, shape-changer) (7-ft, 500-lbs)
FREQUENCY: Very rare
NO. APPEARING: 1-6 (VI. 1)
SURPRISE: 17%
SENSES: night vision, scent
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 6 + 2 (hp 29)
% IN LAIR: 15%
TREASURE TYPE: D, Q (x5)
THAC0: 13
MELEE: 2 claws (1d4 each) and bite (1d12)
SPECIAL ATTACKS: lycanthropy, rake - Hits As: +2
SPECIAL DEFENSES: DR/silver, DR/magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: 32%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Common, Weretiger, Can speak with cats
LEVEL: V (XP 725 + 8 per hp)
Weretigers are quite similar to normal tigers in their habitat. They are most often female. It is only 5% likely that weretigers will mingle with the normal sort of cat.
They have the power to speak with all sorts of, cats, however, and cats are 75% likely to be friendly with the weretiger because of this.
Lawful Evil Man-sized Humanoid (human, shape-changer)
FREQUENCY: Common
NO. APPEARING: 3-18 (IV. 1d2)
SURPRISE: 17% — Others +17%
SENSES: night vision, scent
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 4 + 3 (hp 21)
% IN LAIR: 25%
TREASURE TYPE: B
THAC0: 15
MELEE: bite (2d4)
SPECIAL ATTACKS: lycanthropy, pack protector - Hits As: +1
SPECIAL DEFENSES: DR/silver, DR/magic
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: 23%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Common, Werewolf
LEVEL: III (XP 250 + 5 per hp)
In their human form, werewolves are very difficult to detect, for they can be of nearly any build and of either sex.
Werewolves are prone to retain bipedal form in their wolf state, but wolfweres (wolves which can become men) always take normal wolf form. Both sorts are likely to be found in a pack.
Werewolf packs can be family groups if they number 5 to 8. Family packs consist of a male, female and 3 to 6 young of 60% to 90% growth.
The male will fight at +2 to hit and full damage each time he hits if the female is attacked.
If the cubs are attacked the female will attack at +3 to hit and do full damage possible each time she hits.
The young fight at -4 to -1 to hit, according to their maturity, and inflict 2-5 points of damage/attack.