Lycanthropes are humanoids with the ability to turn into animals and animal-humanoid hybrid shapes. Natural lycanthropes are born with this ability and have perfect control over their shapechanging. Afflicted lycanthropes contract this ability like a disease/curse from another lycanthrope; they sometimes change form involuntarily.Â
Environment. Temperate/sub-tropical, uninhabited/wilderness areas (plain, forest, rough, desert, hills, mountains); Temperate/sub-tropical, inhabited and/or patrolled areas (plain [weretiger/werewolf], scrub [wereboar, wererat, weretiger, werewolf], forest [werebear*/wereboarweretiger/werewolf], rough [wererat, werewolf], hills [werewolf], mountains [werebear*/werewolf], marsh [wererat/werewolf]); Temperate, faerie and sylvan settings (Werebear*. forest, hills, mountains); Tropical/near-tropical, uninhabited/wilderness areas (Weretiger. forest, hills, mountains)
* A solitary werebear may (50%) be accompanied by 1d6 brown bears.
Lycanthropy. See Adventuring, Disease, Lycanthropy.
Shape Change. [innate; supernatural; shape change] (major, 1 segment) Lycanthropes can change into other forms as an innate ability. This works like the shape change spell. Bipedal forms can speak languages and cast spells (if a spell caster). Animal forms cannot speak or cast spells but may communicate with animals of their type and may use innate abilities. Unlike shape change, a lycanthrope's gear does not transform/subsume. In bipedal form, it remains as worn, but in animal form, it will magically drop away. Lycanthropes affected by any polymorphing magic can always use their shape change ability to resume one of their standard forms.
Chaotic Good Large* Humanoid (human, shape-changer) (9+ ft. tall in bear form)
FREQUENCY: Rare
NO. APPEARING: 1-4 (VI. 1)
SURPRISE: 17%*
SENSES: night vision*; scent*
ARMOR CLASS: 2
SPEED: 90 ft.
HIT DICE: 7 + 3 (hp 52)
% IN LAIR: 10%
TREASURE TYPE: R, T, X
ATTACK AC 0: 13
MELEE: battle axe (1d8) or 2 claws (1d3/1d3)* plus hug and bite (2d4)*
SPECIAL ATTACKS: hug (2d8)*, lycanthropy*; Hits As: +2
SPECIAL DEFENSES: Immune to disease; DR +1/silver
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional (15-16)
MORALE: +38%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Common
LEVEL: VI (XP 2,045 or 1,525+10 per h.p.)
* Bear form
Call Animals (Bears). (major) A werebear can cast version of call animals I as an innate ability (caster level 7). This will call 1d6 brown bears which arrive in 2d6 x10 minutes (if such creatures are within 1 mile; see the spell call animals I).
Cure Disease. 1/month (major) Once per month, a were bear can cure disease as the spell on another creature (caster level 7).
Fast Healing. A werebear in any form will heal wounds at three times the normal rate. See Combat, Basics, Hit Points.
Hug. If a claw attack roll is successful and scores a natural 18 or better, the defender is automatically dragged into a hug as an immediate action and will take another 2d8 damage immediately and is considered grappled (grapple—hug) until the end of the round. The victim is released at the end of the round.
Lycanthropy. [curse] Any human that takes 50% of their maximum hit points of damage from a werebear's attacks while in bear form will contract lycanthropy (werebear) in 1d6+6 days.
Shape Change. (major) See Shape Change above. Forms are human or a Large brown/black/white bear.
(Chaotic) Neutral Large* Humanoid (human, shape-changer) (6 ft. tall/long and 3 ft. wide in boar form)
FREQUENCY: Rare
NO. APPEARING: 2-8 (V. 1d3)
SURPRISE: 17%*
SENSES: nightvision*; scent*
ARMOR CLASS: 4
SPEED: 120 ft.
HIT DICE: 5 + 2 (hp 32)
% IN LAIR: 20%
TREASURE TYPE: B, S
ATTACK AC 0: 15
MELEE: war hammer (1d4+1) or gore (2d6)*
SPECIAL ATTACKS: lycanthropy; Hits As: +2
SPECIAL DEFENSES: poison resistance*; DR +1/silver
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: +27%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Common
LEVEL: VI (XP 567 or 375+6 per h.p.)
* Boar form
Lycanthropy. [curse] Any human that takes 50% of their maximum hit points of damage from a wereboar's attacks while in boar form will contract lycanthropy (wereboar) in 1d6+6 days.
Shape Change. (major) See Shape Change above. Forms are human or a Large boar.
Lawful Evil Small* Humanoid (human, shape-changer)
FREQUENCY: Uncommon
NO. APPEARING: 4-24 (III. 1d4+1)
SURPRISE: 17%**; Others +34% (stealth)
SENSES: night vision**
ARMOR CLASS: 6
SPEED: 120 ft.
HIT DICE: 3 + 1 (hp 14)
% IN LAIR: 30%
TREASURE TYPE: C
ATTACK AC 0: 16
MELEE: long sword (1d8) or bite (1d3)*
SPECIAL ATTACKS: lycanthropy; Hits As: +1
SPECIAL DEFENSES: DR +1/silver
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: +16%
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common
LEVEL: II (XP 289 or 225+4 per h.p.)
* Rat form; ** Rat-man and rat form
Call Animals (Rats). (major) A wererat can cast version of call animals I as an innate ability (caster level 6). This will call 2d6 large rats which arrive in the area at the end of the round (100% chance the animals will be present unless the GM over-rides due to circumstance).
Lycanthropy. [curse] Any human that takes 50% of their maximum hit points of damage from a wererat's attacks while in rat form will contract lycanthropy (wererat) in 1d6+6 days.
Shape Change. (major) See Shape Change above. Forms are human, rat-man (a fur-covered humanoid with a rat-like head) or a large rat.
Neutral Large* Humanoid (human, shape-changer) (~12 ft. long)
FREQUENCY: Very Rare
NO. APPEARING: 1-6 (VI. 1)
SURPRISE: 17%*
SENSES: night vision*; scent*
ARMOR CLASS: 3
SPEED: 120 ft.; (climb 30 ft.)*
HIT DICE: 6 + 2 (hp 39)
% IN LAIR: 15%
TREASURE TYPE: D, Q (x5)
ATTACK AC 0: 13
MELEE: scimitar (1d8) or 2 claws (1d4/1d4)* and bite (1d12)*
SPECIAL ATTACKS: lycanthropy*, rake*; Hits As: +2
SPECIAL DEFENSES: DR +1/silver
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average (8-10)
MORALE: 32%
SAVES: Poison 10, Petrify 11, Wand 12, Breath 12, Spell 13
LANGUAGES: Common
LEVEL: V (XP 1,037 or 725+8 per h.p.)
* Tiger form
Lycanthropy. [curse] Any human that takes 50% of their maximum hit points of damage from a weretiger's natural weapon attacks while in tiger form will contract lycanthropy (weretiger) in 1d6+6 days.
Rake. If a weretiger hits with both claws, it grabs (grapples) the target and gains two rake attacks with its hind claws as an immediate action. If the attack rolls (against the grappled opponent) are successful, each rake does 1d4+1 damage. The weretiger will typically release its foe at the end of the round.
Shape Change. (major) See Shape Change above. Forms are human and huge tiger (coloring varies).
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
SPEED: 150 ft.
HIT DICE: 4 + 3 (hp 30)
% IN LAIR: 25%
TREASURE TYPE: B
ATTACK AC 0: 15
MELEE: morning star (2d4) or bite (2d4)*
SPECIAL ATTACKS: lycanthropy, pack protector; Hits As: +1
SPECIAL DEFENSES: DR +1/silver
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: 23%
SAVES: Poison 11, Petrify 12, Wand 13, Breath 13, Spell 14
LANGUAGES: Common
LEVEL: III (XP 400 or 250+5 per h.p.)
* Wolf form; ** Bipedal form and wolf form
Lycanthropy. [curse] Any human that takes 50% of their maximum hit points of damage from a werewolf's bite attack while in wolf form will contract lycanthropy (werewolf) in 1d6+6 days.
Pack Protector. If a pack female is attacked, male werewolves gain a +2 bonus to attacks and always do maximum damage. If pack cubs are attacked, female werewolves gain a +3 bonus to attacks and always do maximum damage.
Shape Change. (major) See Shape Change above. Forms are human, bipedal wolf-man, and large wolf. Natural werewolves base form is a wolf and can also take the form of a human.