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is licensed for public use under the terms of the Open Game License v1.0a.
MONSTERS (K-L)
KOBOLD
|
Kobold,
1st-Level Warrior |
|
Small Humanoid
(Reptilian) |
Hit Dice: |
1d8 (4 hp) |
Initiative: |
+1 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+1 size, +1
Dex, +1 natural, +2 leather), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+1/–4 |
Attack: |
Spear +1 melee
(1d6–1/x3) or sling +3 ranged (1d3) |
Full Attack: |
Spear +1 melee
(1d6–1/x3) or sling +3 ranged (1d3) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
— |
Special
Qualities: |
Darkvision 60
ft., light sensitivity |
Saves: |
Fort +2, Ref +1,
Will –1 |
Abilities: |
Str 9, Dex 13,
Con 10, Int 10, Wis 9, Cha 8 |
Skills: |
Craft
(trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2,
Search +2, Spot +2 |
Feats: |
Alertness |
Environment: |
Temperate
forests |
Organization: |
Gang (4–9), band
(10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1
leader of 4th–6th level), warband (10–24 plus 2–4 dire weasels), tribe
(40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or
5th level, 1 leader of 6th–8th level, and 5–8 dire weasels) |
Challenge
Rating: |
1/4 |
Treasure: |
Standard |
Alignment: |
Usually lawful
evil |
Advancement: |
By character
class |
Level
Adjustment: |
+0 |
Kobolds are short,
reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly
skin ranges from dark rusty brown to a rusty black color. It has glowing red
eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and
orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds
speak Draconic with a voice that sounds like that of a yapping dog.
COMBAT
Kobolds like to
attack with overwhelming odds—at least two to one—or trickery; should the odds
fall below this threshold, they usually flee. However, they attack gnomes on
sight if their numbers are equal.
They begin a fight
by slinging bullets, closing only when they can see that their foes have been
weakened. Whenever they can, kobolds set up ambushes near trapped areas.
Light
Sensitivity (Ex): Kobolds
are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft
(trapmaking), Profession (miner), and Search checks.
The kobold
warrior presented here had the following ability scores before racial
adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge
Rating: Kobolds with
levels in NPC classes have a CR equal to their character level –3.
KOBOLD CHARACTERS
Kobold characters
possess the following racial traits.
— –4 Strength, +2
Dexterity, –2 Constitution.
—Small size: +1
bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4
penalty on grapple checks, lifting and carrying limits 3/4 those of Medium
characters.
—A kobold’s base
land speed is 30 feet.
—Darkvision out to
60 feet.
—Racial Skills: A
kobold character has a +2 racial bonus on Craft (trapmaking), Profession
(miner), and Search checks.
—Racial Feats: A
kobold character gains feats according to its character class.
— +1 natural armor
bonus.
—Special Qualities
(see above): Light sensitivity.
—Automatic
Languages: Draconic. Bonus Languages: Common, Undercommon.
—Favored Class:
Sorcerer.
—Level adjustment
+0.
KRAKEN
|
Gargantuan
Magical Beast (Aquatic) |
Hit Dice: |
20d10+180 (290
hp) |
Initiative: |
+4 |
Speed: |
Swim 20 ft. (4
squares) |
Armor Class: |
20 (–4 size, +14
natural), touch 6, flat-footed 20 |
Base
Attack/Grapple: |
+20/+44 |
Attack: |
Tentacle +28
melee (2d8+12/19–20) |
Full Attack: |
2 tentacles +28
melee (2d8+12/19–20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6) |
Space/Reach: |
20 ft./15 ft.
(60 ft. with tentacle, 30 ft. with arm) |
Special
Attacks: |
Improved grab,
constrict 2d8+12 or 1d6+6 |
Special
Qualities: |
Darkvision 60
ft., ink cloud, jet, low-light vision, spell-like abilities |
Saves: |
Fort +21, Ref
+12, Will +13 |
Abilities: |
Str 34, Dex 10,
Con 29, Int 21, Wis 20, Cha 20 |
Skills: |
Concentration
+21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17,
Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30,
Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16 |
Feats: |
Alertness,
Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved
Initiative, Improved Trip, Iron Will |
Environment: |
Temperate
aquatic |
Organization: |
Solitary |
Challenge
Rating: |
12 |
Treasure: |
Triple standard |
Alignment: |
Usually neutral
evil |
Advancement: |
21–32 HD
(Gargantuan); 33–60 HD (Colossal) |
Level
Adjustment: |
— |
Six of the beast’s
tentacles are shorter arms about 30 feet long; the remaining two are nearly 60
feet long and covered with barbs. Its beaklike mouth is located where the
tentacles meet the lower portion of its body.
Krakens speak
Common and Aquan.
COMBAT
Krakens strike
their opponents with their barbed tentacles, then grab and crush with their
arms or drag victims into their huge jaws. An opponent can make sunder attempts
against a kraken’s tentacles or arms as if they were weapons. A kraken’s
tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is
currently grappling a target with one tentacle or arm, it usually uses another
limb to make its attack of opportunity against the sunder attempt. Severing a
kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s
full normal hit points. A kraken usually withdraws from combat if it loses both
tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.
Improved Grab
(Ex): To use this ability,
the kraken must hit with an arm or tentacle attack. It can then attempt to
start a grapple as a free action without provoking an attack of opportunity. If
it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex):
A kraken deals automatic
arm or tentacle damage with a successful grapple check.
Jet (Ex): A kraken can jet backward once per round
as a full-round action, at a speed of 280 feet. It must move in a straight
line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink
in an 80-foot spread once per minute as a free action. The cloud provides total
concealment, which the kraken normally uses to escape a fight that is going
badly. Creatures within the cloud are considered to be in darkness.
Spell-Like
Abilities: 1/day—control
weather, control winds, dominate animal (DC 18), resist energy. Caster
level 9th. The save DC is Charisma-based.
Skills: A kraken has a +8 racial bonus on any Swim
check to perform some special action or avoid a hazard. It can always choose to
take 10 on a Swim check, even if distracted or endangered. It can use the run
action while swimming, provided it swims in a straight line.
|
Medium Magical
Beast |
Hit Dice: |
2d10 (11 hp) |
Initiative: |
+2 |
Speed: |
40 ft. (8
squares) |
Armor Class: |
15 (+2 Dex, +3
natural), touch 12, flat-footed 13 |
Base
Attack/Grapple: |
+2/+2 |
Attack: |
Bite +2 melee
(1d6) |
Full Attack: |
Bite +2 melee
(1d6) and 2 claws +0 melee (1d4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Scare |
Special
Qualities: |
Darkvision 60
ft., low-light vision, scent |
Saves: |
Fort +3, Ref +5,
Will +1 |
Abilities: |
Str 11, Dex 14,
Con 11, Int 6, Wis 12, Cha 13 |
Skills: |
Hide +4, Jump
+9, Listen +3, Move Silently +6 |
Feats: |
Multiattack,
TrackB |
Environment: |
Temperate
forests |
Organization: |
Solitary, pair,
or pride (6–10) |
Challenge
Rating: |
1 |
Treasure: |
None |
Alignment: |
Usually neutral |
Advancement: |
3–4 HD (Medium);
5–8 HD (Large) |
Level
Adjustment: |
+2 |
The krenshar is a
strange, catlike carnivore with extremely flexible skin on its head. A typical
krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs
about 175 pounds.
COMBAT
Krenshars use
solitary scouts to drive prey into the waiting clutches of the pride. The scout
appears from hiding, uses its scare ability, then chases the fleeing target to
join the attack.
Scare (Ex or
Su): As a standard action,
a krenshar can pull the skin back from its head, revealing the musculature and
bony structures of its skull. This alone is usually sufficient to scare away
foes (treat as a Bluff check with a +3 bonus).
Combining this
scare ability with a loud screech produces an unsettling effect that works like
a scare spell from a 3rd-level caster (Will DC 13 partial). A creature
that successfully saves cannot be affected again by the same krenshar’s scare
ability for 24 hours. The shriek does not affect other krenshars. This is a
supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.
Skills: Krenshars have a +4 racial bonus on Jump
and Move Silently checks.
LAMIA
|
Large Magical
Beast |
Hit Dice: |
9d10+9 (58 hp) |
Initiative: |
+2 |
Speed: |
60 ft. (12
squares) |
Armor Class: |
18 (–1 size, +2
Dex, +7 natural), touch 11, flat-footed 16 |
Base
Attack/Grapple: |
+9/+17 |
Attack: |
Touch +12 melee
(1d4 Wisdom drain) or dagger +12 melee (1d6+4/19–20) or claw +12 melee
(1d4+4) |
Full Attack: |
Touch +12 melee
(1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19–20) and 2 claws +7 melee
(1d4+2) |
Space/Reach: |
10 ft./5 ft. |
Special
Attacks: |
Spell-like
abilities, Wisdom drain |
Special
Qualities: |
Darkvision 60
ft., low-light vision |
Saves: |
Fort +7, Ref +8,
Will +7 |
Abilities: |
Str 18, Dex 15,
Con 12, Int 13, Wis 15, Cha 12 |
Skills: |
Bluff +14,
Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11,
Intimidate +3, Spot +11 |
Feats: |
Dodge, Iron
Will, Mobility, Spring Attack |
Environment: |
Temperate
deserts |
Organization: |
Solitary, pair,
or gang (3–4) |
Challenge
Rating: |
6 |
Treasure: |
Standard |
Alignment: |
Usually chaotic
evil |
Advancement: |
10–13 HD
(Large); 14–27 HD (Huge) |
Level
Adjustment: |
+4 |
A typical lamia is
about 8 feet long and weighs about 700 pounds.
COMBAT
Though a lamia is
powerful and dangerous in close combat, it has no stomach for a fair fight. It
uses its illusion abilities to lure heroes into perilous situations, and then
uses its Spring Attack feat to bound out of the shadows and drain Wisdom from
its opponents. When it has sapped the will of its victim, it uses its
enchantment abilities to beguile and ensnare the unfortunate soul. A lamia
forced into physical combat attacks with a dagger in one of its human hands and
a pair of lion-like claws.
Spell-Like
Abilities: At will—disguise
self, ventriloquism; 3/day—charm monster (DC 15), major image (DC
14), mirror image, suggestion (DC 14); 1/day—deep slumber (DC
14). Caster level 9th. The save DCs are Charisma-based.
Wisdom Drain
(Su): A lamia drains 1d4
points of Wisdom each time it hits with its melee touch attack. (Unlike with
other kinds of ability drain attacks, a lamia does not heal any damage when it
uses its Wisdom drain.) Lamias try to use this power early in an encounter to
make foes more susceptible to charm monster and suggestion.
Skills: Lamias have a +4 racial bonus on Bluff and
Hide checks.
|
Lammasu |
Golden
Protector (Celestial Half-Dragon Lammasu) |
|
Large Magical
Beast |
Large
Dragon |
Hit Dice: |
7d10+21 (59 hp) |
10d12+60
(125 hp) |
Initiative: |
+1 |
+3 |
Speed: |
30 ft. (6
squares), fly 60 ft.(average) |
30
ft. (6 squares), fly 60 ft.(average) |
Armor Class: |
20 (–1 size, +1
Dex, +10 natural), touch 10, flat-footed 19 |
29
(–1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of
protection +1), touch 13, flat-footed 26 |
Base
Attack/Grapple: |
+7/+17 |
+10/+23 |
Attack: |
Claw +12 melee
(1d6+6) |
Claw
+19 melee (1d6+9) |
Full Attack: |
2 claws +12
melee (1d6+6) |
Claw
+19 melee (1d6+9) and bite +13 melee (1d8+4) |
Space/Reach: |
10 ft./5 ft. |
10
ft./5 ft. |
Special
Attacks: |
Pounce, rake
1d6+3, spells |
Breath
weapon, pounce, smite evil, rake 1d6+4, spells |
Special
Qualities: |
Darkvision 60
ft., low-light vision, magic circle against evil, spell-like abilities |
Damage
reduction 5/magic, darkvision 60 ft., immunity to fire, sleep, and
paralysis, low-light vision, magic circle against evil, resistance to acid
10, cold 10, and electricity 10, spell-like abilities, spell resistance 15 |
Saves: |
Fort +8, Ref +8,
Will +7 |
Fort
+13, Ref +12, Will +10 |
Abilities: |
Str 23, Dex 12,
Con 17, Int 16, Wis 17, Cha 14 |
Str
28, Dex 17, Con 22, Int 18, Wis 20, Cha 18 |
Skills: |
Concentration
+13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot
+15 |
Concentration
+19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17,
Listen +18, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival
+18 (+20 other planes and tracking) |
Feats: |
Blind-Fight,
Iron Will, Lightning Reflexes |
Blind-Fight,
Iron Will, Lightning Reflexes, Weapon Focus (claw) |
Environment: |
Temperate
deserts |
A
lawful good plane |
Organization: |
Solitary |
Solitary |
Challenge
Rating: |
8 |
13 |
Treasure: |
Standard |
Standard |
Alignment: |
Always lawful
good |
Always
lawful good |
Advancement: |
8–10 HD (Large);
11–21 HD (Huge) |
11–30
HD (Huge) |
Level
Adjustment: |
+5 |
+10 |
A typical
lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak
Common, Draconic, and Celestial.
COMBAT
A lammasu attacks
with spells or its razor-sharp claws. It almost always enters combat if it
observes a good creature being threatened by evil.
Spells: A lammasu casts spells as a 7th-level
cleric, and can choose spells from the cleric spell list, plus any two of the
following domains: Good, Healing, Knowledge, or Law.
Typical Cleric
Spells Prepared (6/6/5/4/2;
save DC 13 + spell level): 0—detect magic, guidance (2), light, read
magic, resistance; 1st—bless (2), detect evil, divine favor,
entropic shield, protection from evil*; 2nd— aid*, bear’s
endurance, bull’s strength, lesser restoration, resist energy; 3rd—daylight,
dispel magic, magic circle against evil*, remove curse; 4th—holy
smite*, neutralize poison.
*Domain spell.
Domains: Good and Healing.
Magic Circle
against Evil (Su): A
lammasu radiates a continuous magic circle against evil that affects a 20-foot
radius.
Spell-Like
Abilities: 2/day—greater
invisibility (self only); 1/day—dimension door. Caster level 7th.
Pounce (Ex): If a lammasu charges a foe, it can make a
full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Lammasus have a +2 racial bonus on Spot
checks.
GOLDEN PROTECTOR
(CELESTIAL HALF-DRAGON LAMMASU)
Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.
COMBAT
The golden protector’s natural
weapons are treated as magic weapons for the purpose of overcoming damage
reduction.
Breath Weapon (Su): 30-foot cone, 1/day,
damage 6d8 fire, Reflex DC 21 half.
Smite Evil (Su): Once per day a golden
protector can make a normal melee attack to deal an extra 10 points of damage
against an evil opponent.
Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 +
spell level): 0—detect magic, guidance (2), light, read magic,
resistance; 1st—bless (2), detect evil, divine favor (2),
entropic shield, protection from evil*; 2nd—aid*, bear’s
endurance, bull’s strength, lesser restoration, resist energy; 3rd—daylight,
dispel magic, magic circle against evil*, remove curse; 4th—dismissal,
holy smite*, neutralize poison.
*Domain spell. Domains: Good and
Healing.
Rake (Ex): Attack bonus +19 melee,
damage 1d6+4.
Possessions: Bracers of armor +2,
ring of protection +1. (Different golden protectors may have different possessions.)
LEONAL
|
Medium Outsider (Extraplanar, Good) |
Hit Dice: |
12d8+60 (114 hp) |
Initiative: |
+3 |
Speed: |
60 ft. (12
squares) |
Armor Class: |
27 (+3 Dex, +14
natural) |
Base
Attack/Grapple: |
+12/+20 |
Attack: |
Claw +20 melee
(1d6+8) |
Full Attack: |
2 claws +20
melee (1d6+8) and bite +15 melee (1d8+4) |
Space/Reach: |
5 ft./5 ft. |
Special
Attacks: |
Roar, pounce,
improved grab, rake 1d6+8, spell-like abilities |
Special
Qualities: |
Damage reduction
10/evil and silver, darkvision 60 ft., immunity to electricity and
petrification, lay on hands, lowlight vision, protective aura, resistance to
cold 10 and sonic 10, speak with animals, spell resistance 28 |
Saves: |
Fort +13 (+17
against poison), Ref +11, Will +10 |
Abilities: |
Str 27, Dex 17,
Con 20, Int 14, Wis 14, Cha 15 |
Skills: |
Balance +22,
Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35,
Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot
+17, Survival +17 |
Feats: |
Ability Focus
(roar), Dodge, Mobility, Spring Attack, Track |
Environment: |
A
good-aligned plane. |
Organization: |
Solitary or pride
(4–9) |
Challenge
Rating: |
12 |
Treasure: |
No coins; double
goods; standard items |
Alignment: |
Always neutral
good |
Advancement: |
13–18 HD
(Medium); 19–36 HD (Large) |
Level
Adjustment: |
— |
Combat
Leonals like their
battles as straightforward as can be. They begin with a roar to put their foes
off balance, then follow up with a frenzy of claw and bite attacks. They
closely coordinate with others in their pride, watching one another’s flanks
and setting up devastating attacks.
A leonal’s natural
weapons, as well as any weapons it wields, are treated as good-aligned for the
purpose of overcoming damage reduction.
Roar (Su): A leonal can roar up to three times per
day. Each roar releases a blast in a 60-foot cone that duplicates the effects
of a holy word spell and deals an extra 2d6 points of sonic damage
(Fortitude DC 20 negates). The save DC is Charisma-based.
Pounce (Ex): If a leonal charges a foe, it can make a
full attack, including two rake attacks.
Improved Grab
(Ex): To use this ability,
a leonal must hit with its bite attack. It can then attempt to start a grapple
as a free action without provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +20 melee, damage 1d6+8.
Spell-Like
Abilities: At will—detect
thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall
of force; 3/day—cure critical wounds (DC 16), neutralize poison,
remove disease; 1/day—heal (DC 18). Caster level 10th. The
save DCs are Charisma-based.
Lay on Hands
(Su): As the paladin class
feature, except that each day, a leonal can heal an amount of damage equal to
its full normal hit points.
Protective Aura
(Su): Against attacks made
or effects created by evil creatures, this ability provides a +4 deflection
bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet
of the leonal. Otherwise, it functions as a magic circle against evil effect
and a lesser globe of invulnerability, both with a radius of 20 feet
(caster level equals leonal’s HD). (The defensive benefits from the circle are
not included in a leonal’s statistics block.)
Speak with
Animals (Su): This ability
works like speak with animals (caster level 8th) but is a free action and
does not require sound.
Skills: Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.
LICH
A lich is an
undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or
other spellcaster, who has used its magical powers to unnaturally extend its
life.
A lich is a gaunt
and skeletal humanoid with withered flesh stretched tight across horribly
visible bones. Its eyes have long ago been lost to decay, but bright pinpoints
of crimson light burn on in the empty sockets.
Liches speak
Common plus any other languages they knew in life.
CREATING A LICH
“Lich” is an
acquired template that can be added to any humanoid creature (referred to
hereafter as the base creature), provided it can create the required
phylactery; see The Lich’s Phylactery, below.
A lich has all the
base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do
not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to
d12s.
Armor Class: A lich has a +5 natural armor bonus or the
base creature’s natural armor bonus, whichever is better.
Attack: A lich has a touch attack that it can use
once per round. If the base creature can use weapons, the lich retains this
ability. A creature with natural weapons retains those natural weapons. A lich
fighting without weapons uses either its touch attack or its primary natural
weapon (if it has any). A lich armed with a weapon uses its touch or a weapon,
as it desires.
Full Attack: A lich fighting without weapons uses
either its touch attack (see above) or its natural weapons (if it has any). If
armed with a weapon, it usually uses the weapon as its primary attack along
with a touch as a natural secondary attack, provided it has a way to make that
attack (either a free hand or a natural weapon that it can use as a secondary
attack).
Damage: A lich without natural weapons has a touch
attack that uses negative energy to deal 1d8+5 points of damage to living
creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the
damage. A lich with natural weapons can use its touch attack or its natural
weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of
extra damage on one natural weapon attack.
Special
Attacks: A lich retains
all the base creature’s special attacks and gains those described below. Save
DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise
noted.
Fear Aura (Su):
Liches are shrouded in a
dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot
radius that look at the lich must succeed on a Will save or be affected as
though by a fear spell from a sorcerer of the lich’s level. A creature
that successfully saves cannot be affected again by the same lich’s aura for 24
hours.
Paralyzing
Touch (Su): Any living
creature a lich hits with its touch attack must succeed on a Fortitude save or
be permanently paralyzed. Remove paralysis or any spell that can remove
a curse can free the victim (see the bestow curse spell description).
The effect cannot
be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check
or a DC 15 Heal check reveals that the victim is still alive..
Spells: A lich can cast any spells it could cast
while alive.
Special
Qualities: A lich retains
all the base creature’s special qualities and gains those described below.
Turn Resistance
(Ex): A lich has +4 turn
resistance.
Damage
Reduction (Su): A lich’s
undead body is tough, giving the creature damage reduction 15/bludgeoning and
magic. Its natural weapons are treated as magic weapons for the purpose of
overcoming damage reduction.
Immunities
(Ex): Liches have immunity
to cold, electricity, polymorph (though they can use polymorph effects on
themselves), and mind-affecting attacks.
Abilities: Increase from the base creature as
follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution
score.
Skills: Liches have a +8 racial bonus on Hide,
Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as
the base creature.
Organization: Solitary or troupe (1 lich, plus 2–4
vampires and 5–8 vampire spawn).
Challenge
Rating: Same as the base
creature + 2.
Treasure: Standard coins; double goods; double
items.
Alignment: Any evil.
Advancement: By character class.
Level
Adjustment: Same as the
base creature +4.
LICH CHARACTERS
The process of
becoming a lich is unspeakably evil and can be undertaken only by a willing
character. A lich retains all class abilities it had in life.
THE LICH’S PHYLACTERY
An integral part
of becoming a lich is creating a magic phylactery in which the character stores
its life force. As a rule, the only way to get rid of a lich for sure is to
destroy its phylactery. Unless its phylactery is located and destroyed, a lich
reappears 1d10 days after its apparent death.
Each lich must
make its own phylactery, which requires the Craft Wondrous Item feat. The
character must be able to cast spells and have a caster level of 11th or
higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster
level equal to that of its creator at the time of creation.
The most common
form of phylactery is a sealed metal box containing strips of parchment on
which magical phrases have been transcribed. The box is Tiny and has 40 hit
points, hardness 20, and a break DC of 40.
Other forms of
phylacteries can exist, such as rings, amulets, or similar items.
LILLEND
|
Large Outsider
(Chaotic, Extraplanar, Good) |
Hit Dice: |
7d8+14 (45 hp) |
Initiative: |
+3 |
Speed: |
20 ft. (4
squares), fly 70 ft. (average) |
Armor Class: |
17 (–1 size, +3
Dex, +5 natural), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+7/+16 |
Attack: |
Short sword +11
melee (1d8+5/19–20) |
Full Attack: |
Short sword
+11/+6 melee (1d8+5/19–20) and tail slap +6 melee (2d6+2) |
Space/Reach: |
10 ft./10 ft. |
Special
Attacks: |
Constrict 2d6+5,
improved grab, spells, spell-like abilities |
Special
Qualities: |
Darkvision 60
ft., immunity to poison, resistance to fire 10 |
Saves: |
Fort +7, Ref
+10, Will +8 |
Abilities: |
Str 20, Dex 17,
Con 15, Int 14, Wis 16, Cha 18 |
Skills: |
Appraise +12,
Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform
(any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17 |
Feats: |
Combat Casting,
Extend Spell, Lightning Reflexes |
Environment: |
A chaos-aligned
plane |
Organization: |
Solitary or
covey (2–4) |
Challenge
Rating: |
7 |
Treasure: |
Standard |
Alignment: |
Always chaotic
good |
Advancement: |
8–10 HD (Large);
11–21 HD (Huge) |
Level
Adjustment: |
+6 |
A typical lillend’s
coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends
have male torsos.
Lillends speak
Celestial, Infernal, Abyssal, and Common.
COMBAT
Lillends are
generally peaceful unless they intend vengeance against someone they believe
guilty of harming, or even threatening, a favored art form, artwork, or artist.
Then they become implacable foes. They use their spells and spell-like
abilities to confuse and weaken opponents before entering combat. A covey of
lillends usually discusses strategy before a battle.
A lillend’s
natural weapons, as well as any weapons it wields, are treated as
chaotic-aligned and good-aligned for the purpose of overcoming damage
reduction.
Constrict (Ex): A lillend deals 2d6+5 points of damage
with a successful grapple check. Constricting uses the entire lower portion of
its body, so it cannot take any move actions when constricting, though it can
still attack with its sword.
Improved Grab
(Ex): To use this ability,
a lillend must hit with its tail slap attack. It can then attempt to start a
grapple as a free action without provoking an attack of opportunity. If it wins
the grapple check, it establishes a hold and can constrict.
Spells: A lillend casts arcane spells as a
6th-level bard.
Typical Bard
Spells Known (3/4/3; save
DC 14 + spell level): 0— dancing lights, daze, detect magic, lullaby, mage
hand, read magic; 1st— charm person, cure light wounds, identify, sleep;
2nd—hold person, invisibility, sound burst.
Spell-Like
Abilities: 3/day—darkness,
hallucinatory terrain (DC 18), knock, light; 1/day—charm person (DC
15), speak with animals, speak with plants. Caster level 10th. The save
DCs are Charisma-based.
A lillend also has
the bardic music ability as a 6th-level bard.
Skills: Lillends have a +4 racial bonus on
Survival checks.
|
Medium Humanoid
(Reptilian) |
Hit Dice: |
2d8+2 (11 hp) |
Initiative: |
+0 |
Speed: |
30 ft. (6
squares) |
Armor Class: |
15 (+5 natural)
or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Claw +2 melee
(1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1) |
Full Attack: |
2 claws +2 melee
(1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee
(1d4); or javelin +1 ranged (1d6+1) |
Special
Attacks: |
— |
Special
Qualities: |
Hold breath |
Space/Reach: |
5 ft./5 ft. |
Saves: |
Fort +1, Ref +3,
Will +0 |
Abilities: |
Str 13, Dex 10,
Con 13, Int 9, Wis 10, Cha 10 |
Skills: |
Balance +4, Jump
+5, Swim +2 |
Feats: |
Multiattack |
Environment: |
Temperate
marshes |
Organization: |
Gang (2–3), band
(6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60
plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level) |
Challenge
Rating: |
1 |
Treasure: |
50% coins; 50%
goods; 50% items |
Alignment: |
Usually neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+1 |
A lizardfolk is
usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used
for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250
pounds.
Lizardfolk speak
Draconic.
COMBAT
Lizardfolk fight
as unorganized individuals. They prefer frontal assaults and massed rushes,
sometimes trying to force foes into the water, where the lizardfolk have an
advantage. If outnumbered or if their territory is being invaded, they set
snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes
use more sophisticated tactics and have better traps and ambushes.
Hold Breath: A lizardfolk can hold its breath for a
number of rounds equal to four times its Constitution score before it risks
drowning.
Skills: Because of their tails, lizardfolk have a
+4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in
the statistics block include a –2 armor check penalty (–4 on Swim checks) for
carrying a heavy shield.
LIZARDFOLK AS CHARACTERS
Lizardfolk
characters possess the following racial traits.
— +2 Strength,
+2 Constitution, –2 Intelligence.
—Medium size.
—A lizardfolk’s
base land speed is 30 feet.
—Racial Hit Dice:
A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a
base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and
Will +0.
—Racial Skills: A
lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class
skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on
Balance, Jump, and Swim checks.
—Racial Feats: A
lizardfolk’s humanoid levels give it one feat.
—Weapon and Armor
Proficiency: A lizardfolk is automatically proficient with simple weapons and
shields.
— +5 natural armor
bonus.
—Natural Weapons:
2 claws (1d4) and bite (1d4).
—Special Qualities
(see above): Hold breath.
—Automatic
Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
—Favored Class:
Druid.
—Level adjustment
+1.
LOCATHAH
|
Medium Humanoid
(Aquatic) |
Hit Dice: |
2d8 (9 hp) |
Initiative: |
+1 |
Speed: |
10 ft. (2
squares), swim 60 ft. |
Armor Class: |
14 (+1 Dex, +3
natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+1/+1 |
Attack: |
Longspear +2
melee (1d8/×3) or light crossbow +2 ranged (1d8/19–20) |
Full Attack: |
Longspear +2
melee (1d8/×3) or light crossbow +2 ranged (1d8/19–20) |
Space/Reach: |
5 ft./5 ft. |
Saves: |
Fort +3, Ref +1,
Will +1 |
Special
Attacks: |
— |
Special
Qualities: |
— |
Abilities: |
Str 10, Dex 12,
Con 10, Int_13, Wis 13, Cha 11 |
Skills: |
Craft (any one)
+6, Listen +6, Spot +6, Swim +8 |
Feats: |
Weapon Focus
(longspear) |
Environment: |
Warm aquatic |
Organization: |
Company (2–4),
patrol (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or
tribe (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 10
adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Challenge
Rating: |
1/2 |
Treasure: |
Standard |
Alignment: |
Usually neutral |
Advancement: |
By character
class |
Level
Adjustment: |
+1 |
Although humanoid
in shape, locathahs are clearly more fish than human. The average locathah
stands 5 feet tall and weighs 175 pounds. Females and males look very much
alike, although the former can be recognized by the two ochre stripes marking
their egg sacs.
Locathahs speak
Aquan.
COMBAT
Any battle with
locathahs usually begins with the creatures loosing volleys of bolts from their
crossbows; underwater, their crossbows have a range increment of 20 feet. If
they have managed to set up an ambush or other trap, they continue to employ
crossbows for as long as possible. Otherwise, they close to bring their
longspears into play. Although primarily used for fishing, these spears make formidable
weapons.
Locathahs lack
teeth, claws, and other natural weapons, so they are not especially dangerous
if unarmed. A weaponless locathah will generally turn and flee.
Skills: A locathah has a +8 racial bonus on any
Swim check to perform some special action or avoid a hazard. It can always
choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run
action while swimming, provided it swims in a straight line.
Lycanthropes are
humanoids or giants who can transform themselves into animals. In its natural
form, a lycanthrope looks like any other members of its kind, though natural
lycanthropes and those who have been afflicted for a long time tend to have or
acquire features reminiscent of their animal forms. In animal form, a
lycanthrope resembles a powerful version of the normal animal, but on close
inspection, its eyes (which often glow red in the dark) show a faint spark of
unnatural intelligence.
Lycanthropy can be
spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid
or giant who subsequently contracts lycanthropy after being wounded by a
lycanthrope. Such a creature is called an afflicted lycanthrope. Other
lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
Combat
A lycanthrope in
its humanoid (or giant) form uses whatever tactics and weapons are favored by
others of its kind, though it tends to be slightly more aggressive. A
lycanthrope possesses the senses of its animal form, including scent and
low-light vision, and it has a deep empathy for (and ability to communicate
with) animals of its animal form. An afflicted lycanthrope damaged in combat
may be overwhelmed by rage, causing it to change to its animal form involuntarily.
A lycanthrope in
animal form fights like the animal it resembles, although its bite carries the
disease of lycanthropy. It is preternaturally cunning and strong, and possesses
damage reduction that is overcome only by silvered weapons.
Finally, a natural
lycanthrope (or an afflicted lycanthrope that has become aware of its
affliction) can assume a hybrid form that is a mix of its humanoid and animal
forms. A hybrid has hands and can use weapons, but it can also attack with its
teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the
same damage reduction that its animal form possesses.
WEREBEAR
|
Werebear,
Human Form |
Werebear,
Bear Form |
Werebear,
Hybrid Form |
|
Medium Humanoid
(Human, Shapechanger) |
Large Humanoid
(Human, Shapechanger) |
Large Humanoid
(Human, Shapechanger) |
Hit Dice: |
1d8+1 plus
6d8+30 (62 hp) |
1d8+1 plus
6d8+30 (62 hp) |
1d8+1 plus
6d8+30 (62 hp) |
Initiative: |
+0 |
+1 |
+1 |
Speed: |
30 ft. (6
squares) |
40 ft. (8
squares) |
30 ft. (6
squares) |
Armor Class: |
15 (+2 natural,
+3 studded leather armor), touch 10, flat-footed 15 |
17 (–1 size, +1
Dex, +7 natural), touch 10, flat-footed 16 |
17 (–1 size, +1
Dex, +7 natural) touch 10, flat-footed 16 |
Base
Attack/Grapple: |
+5/+6 |
+5/+18 |
+5/+18 |
Attack: |
Greataxe +6
melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1) |
Claw +13 melee
(1d8+9) |
Greataxe +11
melee (1d12+13/x3); or claw +13 melee (1d6+9) |
Full Attack: |
Greataxe +6
melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1) |
2 claws +13
melee (1d8+9) and bite +11 melee (2d6+4) |
Claw +13 melee
(1d6+9) and greataxe +9 melee (1d12+4/x3) and bite +11 melee (1d8+4) or 2
claws +13 melee (1d6+9) and bite +11 melee (1d8+4) |
Space/Reach: |
5 ft./5 ft. |
10 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
— |
Improved grab,
curse of lycanthropy |
Curse of
lycanthropy |
Special
Qualities: |
Alternate form,
bear empathy, low-light vision, scent |
Alternate form,
bear empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form,
bear empathy, damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +8, Ref +5,
Will +4 |
Fort +12, Ref
+6, Will +4 |
Fort +12, Ref
+6, Will +4 |
Abilities: |
Str 13, Dex 11,
Con 12, Int 10, Wis 11, Cha 8 |
Str 29, Dex 13,
Con 20, Int 10, Wis 11, Cha 8 |
Str 29, Dex 13,
Con 20, Int 10, Wis 11, Cha 8 |
Skills: |
Handle Animal
+3, Listen +4, Spot +4, Swim +1 |
Handle Animal
+3, Listen +4, Spot +4, Swim +13 |
Handle Animal
+3, Listen +4, Spot +5, Swim +9 |
Feats: |
Endurance, Iron
WillB, Multiattack, Power Attack, Run, TrackB |
(same as human
form) |
(same as human
form) |
Environment: |
Cold forests |
Cold forests |
Cold forests |
Organization: |
Solitary, pair,
family (3–4), or troupe (2–4 plus 1–4 brown bears) |
(same as human
form) |
(same as human
form) |
Challenge
Rating: |
5 |
5 |
5 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always lawful
good |
Always lawful
good |
Always lawful
good |
Advancement: |
By character
class |
By character
class |
By character
class |
Level
Adjustment: |
+3 |
+3 |
+3 |
Werebears in
humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is
thick, and males usually wear beards. They may have reddish, blond, ivory, or
black hair, matching the color of the ursine form. They dress in simple cloth
and leather garments that are easy to remove, repair, or replace
Combat
Werebears fight
just as brown bears do in animal form. In humanoid or hybrid form, they favor
large, heavy weapons such as greataxes or greatswords. The werebear’s greataxe
is a Medium weapon, so it can wield the axe in one hand in hybrid form.
Alternate Form
(Su): A werebear can
assume the form of a brown bear or a bear-humanoid hybrid.
Bear Empathy
(Ex): Communicate with
bears and dire bears, and +4 racial bonus on Charisma-based checks against
bears and dire bears.
Curse of
Lycanthropy (Su): Any
humanoid or giant hit by a werebear’s bite attack in animal or hybrid form must
succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab
(Ex): To use this ability,
a werebear must be in bear form and must hit with a claw attack. It can then
attempt to start a grapple as a free action without provoking an attack of
opportunity.
Skills: Werebears have a +4 racial bonus on Swim
checks in any bear form.
The werebear
presented here is a 1st-level human warrior and natural lycanthrope, using the
following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
WEREBOAR
|
Wereboar,
Human Form |
Wereboar,
Boar Form |
Wereboar,
Hybrid Form |
|
Medium Humanoid
(Human, Shapechanger) |
Medium Humanoid
(Human, Shapechanger) |
Medium Humanoid
(Human, Shapechanger) |
Hit Dice: |
1d8+4 plus
3d8+12 (34 hp) |
1d8+4 plus
3d8+12 (34 hp) |
1d8+4 plus
3d8+12 (34 hp) |
Initiative: |
+0 |
+0 |
+0 |
Speed: |
20 ft. in scale
mail (4 squares); base speed 30 ft. |
40 ft. (8
squares) |
30 ft. (6
squares) |
Armor Class: |
18 (+2 natural,
+4 scale mail, +2 heavy shield) touch 10, flat-footed 18 |
18 (+8 natural)
touch 10, flat- footed 18 |
18 (+8 natural)
touch 10, flat-footed 18 |
Base
Attack/Grapple: |
+3/+4 |
+3/+6 |
+3/+6 |
Attack: |
Battleaxe +4
melee (1d8+1/x3) or javelin +3 ranged (1d6+1) |
Gore +6 melee
(1d8+4) |
Battleaxe +6
melee (1d8+4/x3) or claw +6 melee (1d4+3) |
Full Attack: |
Battleaxe +4
melee (1d8+1/x3) or javelin +3 ranged (1d6+1) |
Gore +6 melee
(1d8+4) |
Battleaxe +6
melee (1d8+4/x3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and
gore +1 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
— |
Curse of
lycanthropy |
Curse of
lycanthropy |
Special
Qualities: |
Alternate form,
boar empathy, ferocity, low-light vision, scent |
Alternate form,
boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Alternate form,
boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Saves: |
Fort +6, Ref +3,
Will +3 |
Fort +9, Ref +3,
Will +3 |
Fort +9, Ref +3,
Will +3 |
Abilities: |
Str 13, Dex 11,
Con 12, Int 10, Wis 11, Cha 8 |
Str 17, Dex 11,
Con 18, Int 10, Wis 11, Cha 8 |
Str 17, Dex 11,
Con 18, Int 10, Wis 11, Cha 8 |
Skills: |
Handle Animal
+3, Intimidate +3, Listen +5, Spot +4 |
Handle Animal
+3, Intimidate +3, Listen +5, Spot +4 |
Handle Animal
+3, Intimidate +3, Listen +5, Spot +4 |
Feats: |
AlertnessB,
Improved Bull Rush, Iron WillB, Power Attack, Toughness |
(same as human
form) |
(same as human
form) |
Environment: |
Temperate
forests |
Temperate
forests |
Temperate
forests |
Organization: |
Solitary, pair,
brood (3–4), or troupe (2–4 plus 1–4 boars) |
(same as human
form) |
(same as human
form) |
Challenge
Rating: |
4 |
4 |
4 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
By character
class |
By character
class |
By character
class |
Level
Adjustment: |
+3 |
+3 |
+3 |
A wereboar in
humanoid form tends to be a stocky, muscular individual of average height. It
dresses in simple garments that are easy to remove, repair, or replace.
Combat
In any form,
wereboars are as ferocious as normal boars. When in hybrid form, they fight
with a weapon and their dangerous gore attack.
Alternate Form
(Su): A wereboar can
assume the form of a boar or a boar-humanoid hybrid.
Boar Empathy
(Ex): Communicate with
boars and dire boars, and +4 racial bonus on Charisma-based checks against
boars and dire boars.
Curse of
Lycanthropy (Su): Any
humanoid or giant hit by the wereboar’s gore attack in animal or hybrid form
must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex): A wereboar is such a tenacious combatant
that it continues to fight without penalty even while disabled or dying.
The wereboar
presented here is a 1st-level human warrior and natural lycanthrope, using the
following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
WERERAT
|
Wererat,
Human Form |
Wererat, Dire
Rat Form |
Wererat,
Hybrid Form |
|
Medium Humanoid
(Human, Shapechanger) |
Small Humanoid
(Human, Shapechanger) |
Medium Humanoid
(Human, Shapechanger) |
Hit Dice: |
1d8+1 plus 1d8+2
(12 hp) |
1d8+1 plus 1d8+2
(12 hp) |
1d8+1 plus 1d8+2
(12 hp) |
Initiative: |
+0 |
+3 |
+3 |
Speed: |
30 ft. (6
squares) |
40 ft. (8
squares), climb 20 ft. |
30 ft. (6
squares) |
Armor Class: |
15 (+2 natural,
+2 leather, +1 buckler) touch 10, flat-footed 15 |
17 (+1 size, +3
Dex, +3 natural), touch 14, flat-footed 14 |
16 (+3 Dex, +3
natural) touch 13, flat-footed 13 |
Base
Attack/Grapple: |
+1/+2 |
+1/–2 |
+1/+2 |
Attack: |
Rapier +2 melee
(1d6+1/18–20) or light crossbow +1 ranged (1d8/19–20) |
Bite +6 melee
(1d4+1 plus disease) |
Rapier +5 melee
(1d6+1/18–20) or light crossbow +4 ranged (1d8/19–20) |
Full Attack: |
Rapier +2 melee
(1d6+1/18–20) or light crossbow +1 ranged (1d8/19–20) |
Bite +6 melee
(1d4+1 plus disease) |
Rapier +4 melee
(1d6+1/18–20) and bite –1 melee (1d6 plus disease); or light crossbow +4
ranged (1d8/19–20) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
— |
Curse of
lycanthropy, disease |
Curse of
lycanthropy, disease |
Special
Qualities: |
Alternate form,
rat empathy, low-light vision, scent |
Alternate form,
rat empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form,
rat empathy, damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +5, Ref +2,
Will +4 |
Fort +6, Ref +5,
Will +4 |
Fort +6, Ref +5,
Will +4 |
Abilities: |
Str 13, Dex 11,
Con 12, Int 10, Wis 11, Cha 8 |
Str 13, Dex 17,
Con 14, Int 10, Wis 11, Cha 8 |
Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 |
Skills: |
Climb +0, Handle
Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 |
Climb +11,
Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 |
Climb +4, Handle
Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9 |
Feats: |
Alertness,
Dodge, Iron WillB, Weapon FinesseB |
(same as human
form) |
(same as human
form) |
Environment: |
Any |
Any |
Any |
Organization: |
Solitary, pair,
pack (6–10), or troupe (2–5 plus 5–8 dire rats) |
(same as human
form) |
(same as human
form) |
Challenge
Rating: |
2 |
2 |
2 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always lawful
evil |
Always lawful
evil |
Always lawful
evil |
Advancement: |
By character
class |
By character
class |
By character
class |
Level
Adjustment: |
+3 |
+3 |
+3 |
A wererat in
humanoid form tends to be a thin, wiry individual of shorter than average
height. The eyes constantly dart around, and the nose and mouth may twitch if
he or she is excited. Males often have thin, ragged mustaches.
Combat
In animal form,
wererats avoid combat, preferring to use their dire rat shape for skulking and
spying. In hybrid form, a wererat fights with a rapier and light crossbow.
Alternate Form
(Su): A wererat can assume
a bipedal hybrid form or the form of a dire rat.
Curse of
Lycanthropy (Su): Any
humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must
succeed on a DC 15 Fortitude save or contract lycanthropy.
Disease (Ex): Filth fever; bite, Fortitude DC 12,
incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is
Constitution-based.
Rat Empathy
(Ex): Communicate with
rats and dire rats, and +4 racial bonus on Charisma-based checks against rats
and dire rats.
Skills: A wererat in rat or hybrid form uses its
Dexterity modifier for Climb or Swim checks. 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.
Wererats have a +8
racial bonus on Swim checks from their dire rat form.
Feats: Wererats gain Weapon Finesse as a bonus
feat.
The wererat
presented here is based on a 1st-level human warrior who is a natural
lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12,
Int 10, Wis 9, Cha 8.
WERETIGER
|
Weretiger,
Human Form |
Weretiger,
Tiger Form |
Weretiger,
Hybrid Form |
|
Medium Humanoid
(Human, Shapechanger) |
Large Humanoid
(Human, Shapechanger) |
Large Humanoid
(Human, Shapechanger) |
Hit Dice: |
1d8+1 plus
6d8+18 (50 hp) |
1d8+1 plus
6d8+18 (50 hp) |
1d8+1 plus
6d8+18 (50 hp) |
Initiative: |
+4 |
+6 |
+6 |
Speed: |
20 ft. in
breastplate (4 squares); base speed 30 ft. |
40 ft. (8
squares) |
30 ft. (6
squares) |
Armor Class: |
17 (+2 natural,
+5 breastplate) touch 10, flat-footed 17 |
16 (–1 size, +2
Dex, +5 natural), touch 11, flat-footed 14 |
16 (–1 size, +2
Dex, +5 natural), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+5/+6 |
+5/+16 |
+5/+16 |
Attack: |
Glaive +6 melee
(1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3) |
|
|
|
Claw +11 melee
(1d8+7) |
Claw +11 melee
(1d8+7) |
|
Full Attack: |
Glaive +6 melee
(1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3) |
2 claws +11
melee (1d8+7) and bite +6 melee (2d6+3) |
2 claws +11
melee (1d8+7) and bite +6 melee (2d6+3) |
Space/Reach: |
5 ft./5 ft. (10
ft. with glaive) |
10 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
— |
Pounce, improved
grab, rake, curse of lycanthropy |
Curse of
lycanthropy |
Special
Qualities: |
Alternate form,
tiger empathy, low-light vision, scent |
Alternate form,
tiger empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form,
tiger empathy, damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +8, Ref +5,
Will +4 |
Fort +10, Ref
+7, Will +4 |
Fort +10, Ref
+7, Will +4 |
Abilities: |
Str 13, Dex 11,
Con 12, Int 10, Wis 11, Cha 8 |
Str 25, Dex 15,
Con 16, Int 10, Wis 11, Cha 8 |
Str 25, Dex 15,
Con 16, Int 10, Wis 11, Cha 8 |
Skills: |
Balance +0,
Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6 |
Balance +6,
Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6 |
Balance +6,
Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6 |
Feats: |
AlertnessB,
Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw),
Iron WillB |
(same as human
form) |
(same as human
form) |
Environment: |
Warm forests |
Warm forests |
Warm forests |
Organization: |
Solitary or pair |
(same as human
form) |
(same as human
form) |
Challenge
Rating: |
5 |
5 |
5 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
By character
class |
By character
class |
By character
class |
Level
Adjustment: |
+3 |
+3 |
+3 |
Weretigers in
humanoid form tend to be sleekly muscular, taller than average, and very agile.
Combat
Weretigers can
assume a hybrid form as well as an animal form. In tiger form, they can pounce
and grab just as normal tigers do. In hybrid form, they rely on their deadly
claws.
Alternate Form
(Su): A weretiger can
assume a bipedal hybrid form or the form of a tiger.
Curse of
Lycanthropy (Su): Any
humanoid or giant hit by a weretiger’s bite attack in animal or hybrid form
must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab
(Ex): To use this ability,
a weretiger in tiger form must hit with a claw or bite attack. It can then
attempt to start a grapple as a free action without provoking an attack of
opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a weretiger in tiger form charges an
opponent, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Tiger Empathy
(Ex): Communicate with
tigers and dire tigers, and +4 racial bonus on Charisma-based checks against
tigers and dire tigers.
Skills: In any form, weretigers have a +4 bonus on
Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy
undergrowth, the Hide bonus improves to +8 in the tiger form.
The weretiger
presented here is a 1st-level human warrior and natural lycanthrope, using the
following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
WEREWOLF
|
Werewolf,
Human Form |
Werewolf,
Wolf Form |
Werewolf,
Hybrid Form |
|
Medium Humanoid
(Human, Shapechanger) |
Medium Humanoid
(Human, Shapechanger) |
Medium Humanoid
(Human, Shapechanger) |
Hit Dice: |
1d8+1 plus 2d8+6
(20 hp) |
1d8+1 plus 2d8+6
(20 hp) |
1d8+1 plus 2d8+6
(20 hp) |
Initiative: |
+4 |
+6 |
+6 |
Speed: |
30 ft. (6
squares) |
50 ft. (10
squares) |
30 ft. (6
squares) |
Armor Class: |
17 (+2 natural,
+4 chain shirt, +1 light shield) touch 10, flat-footed 17 |
16 (+2 Dex, +4
natural), touch 12, flat-footed 14 |
16 (+2 Dex, +4
natural), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+2/+3 |
+2/+4 |
+2/+4 |
Attack: |
Longsword +3
melee (1d8+1/19–20) or light crossbow +2 ranged (1d8/19–20) |
Bite +5 melee
(1d6+3) |
Claw +4 melee
(1d4+2) |
Full Attack: |
Longsword +3
melee (1d8+1/19–20) or light crossbow +2 ranged (1d8/19–20) |
Bite +5 melee
(1d6+3) |
2 claws +4 melee
(1d4+2) and bite +0 melee (1d6+1) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
5 ft./5 ft. |
Special
Attacks: |
— |
Curse of
lycanthropy, trip |
Curse of
lycanthropy |
Special
Qualities: |
Alternate form,
wolf empathy, low-light vision, scent |
Alternate form,
wolf empathy, damage reduction 10/silver, low-light vision, scent |
Alternate form,
wolf empathy, damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +6, Ref +3,
Will +2 |
Fort +8, Ref +5,
Will +2 |
Fort +8 Ref +5,
Will +2 |
Abilities: |
Str 13, Dex 11,
Con 12, Int 10, Wis 11, Cha 8 |
Str 15, Dex 15,
Con 16, Int 10, Wis 11, Cha 8 |
Str 15, Dex 15,
Con 16, Int 10, Wis 11, Cha 8 |
Skills: |
Handle Animal
+1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2 |
Handle Animal
+1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* |
Handle Animal
+1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* |
Feats: |
Improved
Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus
(bite) |
(same as human
form) |
(same as human
form) |
Environment: |
Temperate
forests |
Temperate
forests |
Temperate
forests |
Organization: |
Solitary, pair,
pack (6–10), or troupe (2–5 plus 5–8 wolves) |
(same as human
form) |
(same as human
form) |
Challenge
Rating: |
3 |
3 |
3 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always chaotic
evil |
Always chaotic
evil |
Always chaotic
evil |
Advancement: |
By character
class |
By character
class |
By character
class |
Level
Adjustment: |
+3 |
+3 |
+3 |
Werewolves in
humanoid form have no distinguishing traits.
COMBAT
In wolf form, a
werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually
dispenses with weapon attacks, though it can wield a weapon and use its bite as
a secondary natural attack.
Alternate Form
(Su): A werewolf can
assume a bipedal hybrid form or the form of a wolf.
Curse of
Lycanthropy (Su): Any
humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must
succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex): A werewolf in animal form that hits with a
bite attack can attempt to trip the opponent (+2 check modifier) as a free
action without making a touch attack or provoking an attack of opportunity.
If the attempt
fails, the opponent cannot react to trip the werewolf.
Wolf Empathy
(Ex): Communicate with
wolves and dire wolves, and +4 racial bonus on Charisma-based checks against
wolves and dire wolves.
Skills: *A werewolf in hybrid or wolf form gains a
+4 racial bonus on Survival checks when tracking by scent.
The werewolf
presented here is based on a 1st-level human warrior and natural lycanthrope,
using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9,
Cha 8.
LYCANTHROPE, WEREWOLF LORD
|
Werewolf
Lord, Human Form |
Werewolf
Lord, Dire Wolf Form |
Werewolf
Lord, Hybrid Form |
|
Medium Humanoid |
Large Humanoid |
Large Humanoid |
|
(Human, Shapechanger) |
(Human, Shapechanger) |
(Human, Shapechanger) |
Hit Dice: |
10d10+20 plus 6d8+30 (132 hp) |
10d10+20 plus 6d8+30 (132 hp) |
10d10+20 plus 6d8+30 (132 hp) |
Initiative: |
+2 |
+4 |
+4 |
Speed : |
30 ft. (6 squares) |
40 ft. (8 squares) |
30 ft. (6 squares) |
Armor Class: |
26 (+2 Dex, +3 natural, +6 +2
mithral chain shirt, +5 +3 heavy shield) touch 12, flat-footed 24 |
19 (–1 size, +4 Dex, +6 natural),
touch 13, flat-footed 15 |
19 (–1 size, +4 Dex, +6 natural),
touch 13, flat-footed 15 |
Base Attack/Grapple: |
+14/+18 |
+14/+29 |
+14/+27 |
Attack: |
+2 bastard sword +21 melee (1d10+8/17–20)
or masterwork composite longbow (+4 Str bonus) (2d8+15/17–20) +17 ranged
(1d8+4/×3) |
Bite +25 melee (2d6+16/19–20) |
Claw +24 melee (1d6+11) or +2
bastard sword +27 melee |
Full Attack: |
+2 bastard sword +21/+16/+11 melee
(1d10+8/17–20) or masterwork composite longbow (+4 Str bonus)
+17/+12/+7ranged (1d8+4/×3) |
Bite +25 melee (2d6+16/19–20) |
2 claws +24 melee (1d6+11) and bite
+20 melee (2d6+5/19–20); or +2 bastard sword +27/+22/+17 melee
(2d8+15/17–20) and bite +20 melee (2d6+5/19–20) |
Space/Reach: |
5 ft./5 ft. |
10 ft./5 ft. |
10 ft./10 ft. |
Special Attacks: |
— |
Curse of lycanthropy, trip |
Curse of lycanthropy |
Special Qualities: |
Alternate form, wolf empathy,
low-light vision, scent |
Alternate form, wolf empathy,
damage reduction 10/silver, low-light vision, scent |
Alternate form, wolf empathy,
damage reduction 10/silver, low-light vision, scent |
Saves: |
Fort +16, Ref +12, Will +13 |
Fort +17, Ref +12, Will +11 |
Fort +17, Ref +12, Will +11 |
Abilities: |
Str 18, Dex 14, Con 14 Int 10, Wis
12, Cha 12 |
Str 32, Dex 18, Con 20 Int 10, Wis
12, Cha 12 |
Str 32, Dex 18, Con 20 Int 10, Wis
12, Cha 12 |
Skills: |
Handle Animal +4, Hide +6, Listen
+9, Move Silently +8, Spot +13, Survival +5 |
Handle Animal +4, Hide +6, Listen
+9, Move Silently +12, Spot +13, Survival +5* |
Handle Animal +4, Hide +6, Listen
+9, Move Silently +12, Spot +13, Survival +5* |
Feats: |
Alertness, Cleave, Combat Reflexes,
Exotic Weapon Proficiency (bastard Sword), Improved Critical (bastard sword),
Improved Critical (bite), Improved Natural Armor, Improved Natural Attack
(bite), Iron WillB, Power Attack, Run, Stealthy, TrackB,
Weapon Focus (bastard sword), Weapon Focus (bite), Weapon Specialization
(bastard sword) |
(same as human form) |
(same as human form) |
Environment:
|
Temperate
forests |
Temperate
forests |
Temperate
forests |
Organization: |
Solitary, pair, or pack (1–2
werewolf lords plus 2–4 werewolves plus 5–8 wolves) |
(same as human form) |
(same as human form) |
Challenge Rating: |
14 |
14 |
14 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always chaotic evil |
Always chaotic evil |
Always chaotic evil |
Advancement: |
By character class |
By character class |
By character class |
Level Adjustment: |
+3 |
+3 |
+3 |
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 12.
COMBAT
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.
Alternate Form (Su): A werewolf lord can assume
a bipedal hybrid form or the form of a dire wolf.
Curse of Lycanthropy (Su): Any humanoid or giant hit
by a werewolf lord’s bite attack in wolf or hybrid form must succeed on a DC 15
Fortitude save or contract lycanthropy.
Trip (Ex): A werewolf lord in dire
wolf form that hits with a bite attack can attempt to trip the opponent (+15
check modifier) as a free action without making a touch attack or provoking an
attack of opportunity. If the attempt fails, the opponent cannot react to trip
the werewolf lord.
Wolf Empathy (Ex): Communicate with wolves
and dire wolves, and +4 racial bonus on Charisma-based checks against wolves
and dire wolves.
Skills: *A werewolf lord in hybrid or wolf
form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt,
+3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak of resistance
+2, masterwork
composite longbow (+4 Str bonus).
HILL GIANT DIRE WEREBOAR
|
Hill Giant
Dire Wereboar Giant Form |
Hill Giant
Dire Wereboar Dire Boar Form |
Hill Giant
Dire Wereboar Hybrid Boar Form |
|
Large Giant
(Shapechanger) |
Large Giant
(Shapechanger) |
Large Giant
(Shapechanger) |
Hit Dice: |
12d8+51 plus
7d8+49 (185 hp) |
12d8+51 plus
7d8+49 (185 hp) |
12d8+51 plus
7d8+49 (185 hp) |
Initiative: |
–1 |
–1 |
–1 |
Speed: |
30 ft. in hide
armor (6 squares); base speed 40 ft. |
40 ft. (8
squares) |
40 ft. (8
squares) |
Armor Class: |
22 (–1 size, –1
Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22 |
16 (–1 size, –1
Dex, +8 natural), touch 8, flat-footed 16 |
19 (–1 size, –1
Dex, +11 natural), touch 8, flat-footed 19 |
Base
Attack/Grapple: |
+14/+25 |
+14/+33 |
+14/+33 |
Attack: |
Greatclub +21
melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7) |
Gore +28 melee
(1d8+22) |
Greatclub +29
melee (2d8+22) or claw +28 melee (1d6+15) |
Full Attack: |
Greatclub
+21/+16 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged
(2d6+7) |
Gore +28 melee
(1d8+22) |
Greatclub +29
melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and
gore +23 melee (1d8+7) |
Space/Reach: |
10 ft./10 ft. |
10 ft./5 ft. |
10 ft./10 ft. |
Special
Attacks: |
Rock throwing |
Curse of
lycanthropy |
Curse of
lycanthropy |
Special
Qualities: |
Alternate form,
boar empathy, ferocity, low-light vision, rock catching, scent |
Alternate form,
boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Alternate form,
boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent |
Saves: |
Fort +17, Ref
+8, Will +12 |
Fort +20, Ref
+8, Will +12 |
Fort +20, Ref
+8, Will +12 |
Abilities: |
Str 25, Dex 8,
Con 19, Int 6, Wis 12, Cha 7 |
Str 41, Dex 8,
Con 25, Int 6, Wis 12, Cha 7 |
Str 41, Dex 8,
Con 25, Int 6, Wis 12, Cha 7 |
Skills: |
Climb +10, Jump
+10, Listen +10, Spot +12 |
Climb +18, Jump
+22, Listen +10, Spot +12 |
Climb +18, Jump
+22, Listen 10, Spot +12 |
Feats: |
AlertnessB,
Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron WillB,
Power Attack, Weapon Focus (greatclub) |
(same as giant
form) |
(same as giant
form) |
Environment: |
Temperate hills |
Temperate hills |
Temperate hills |
Organization: |
Solitary, pair,
brood (3–4), or troupe (2–4 plus 1–4 dire boars) |
(same as giant
form) |
(same as giant
form) |
Challenge
Rating: |
11 |
11 |
11 |
Treasure: |
Standard |
Standard |
Standard |
Alignment: |
Always neutral |
Always neutral |
Always neutral |
Advancement: |
By character
class |
By character
class |
By character
class |
Level
Adjustment: |
+7 |
+7 |
+7 |
Dire wereboars in
giant form look much like normal hill giants, though slightly stockier, and
with coarser, stiffer hair and stiff. The dire wereboar described here is based
on a hill giant and natural lycanthrope with normal ability scores for a hill
giant.
COMBAT
Dire wereboars
anger quickly. They usually begin a battle in giant form, then switch to hybrid
form to take advantage of their immense strength in that shape. They like to
use their Improved Bull Rush and Improved Sunder feats to shove opponents around
and smash their weapons and shields.
Alternate Form
(Su): A dire wereboar can
assume a bipedal hybrid form or the form of a dire boar.
Boar Empathy
(Ex): Communicate with
boars and dire boars, and +4 racial bonus on Charisma-based checks against boars
and dire boars.
Curse of
Lycanthropy (Su): Any
humanoid or giant hit by a dire wereboar’s bite attack in animal or hybrid form
must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex): A dire wereboar is such a tenacious
combatant that it continues to fight without penalty even while disabled or
dying.
CREATING A LYCANTHROPE
“Lycanthrope” is a
template that can be added to any humanoid or giant (referred to hereafter as
the base creature). 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.
Size and Type: The base creature’s type does not change,
but the creature gains the shapechanger subtype. 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).
This animal can be
any predator, scavenger, or omnivore whose size is within one size category of
the base creature’s size (Small, Medium, or Large for a Medium base creature).
Lycanthropes can also adopt a hybrid shape that combines features of the base
creature and the base animal. A lycanthrope’s hybrid form is the same size as
the base animal or the base creature, whichever is larger.
A lycanthrope uses
either the base creature’s or the base animal’s statistics and special
abilities in addition to those described here.
Hit Dice and
Hit Points: 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.
Speed: Same as the base creature or base animal,
depending on which form the lycanthrope is using. Hybrids use the base
creature’s speed.
Armor Class: The base creature’s natural armor bonus
increases by +2 in all forms. In hybrid form, the lycanthrope’s natural armor
bonus is equal to the natural armor bonus of the base animal or the base
creature, whichever is better.
Base
Attack/Grapple: Add the
base attack bonus for the base animal to the base attack bonus for the base
creature. The lycanthrope’s grapple bonus uses its attack bonus and modifiers
for Strength and size depending on the lycanthrope’s form.
Attacks: Same as the base creature or base animal,
depending on which form the lycanthrope is using. A lycanthrope in hybrid form
gains two claw attacks and a bite attack as natural weapons.
These weapons deal
damage based on the hybrid form’s size. 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.
Hybrid Size
|
Claw
|
Bite
|
Small |
1d3 |
1d4 |
Medium |
1d4 |
1d6 |
Large |
1d6 |
1d8 |
Huge |
2d4 |
2d6 |
Damage: Same as the base creature or base animal,
depending on which form the lycanthrope is in.
Special
Attacks: 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’s
hybrid form does not gain any special attacks of the base animal. 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.
Curse of
Lycanthropy (Su): Any humanoid or giant hit by a natural
lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15
Fortitude save or contract lycanthropy. If the victim’s size is not within one
size category of the lycanthrope the victim cannot contract lycanthropy from
that lycanthrope. Afflicted lycanthropes cannot pass on the curse of
lycanthropy.
Special
Qualities: A lycanthrope
retains all the special qualities of the base creature and the base animal, and
also gains those described below.
Alternate
Form (Su): A lycanthrope can shift into animal form as
though using the polymorph spell on itself, though its gear is not
affected, it does not regain hit points for changing form, and only the
specific animal form indicated for the lycanthrope can be assumed. 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.
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.
Damage
Reduction (Ex): An
afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A
natural lycanthrope in animal or hybrid form has damage reduction 10/silver.
Lycanthropic
Empathy (Ex): In any form, lycanthropes can communicate
and empathize with normal or dire animals of their animal form. 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.”
Low-Light
Vision (Ex): A
lycanthrope has low-light vision in any form.
Scent (Ex): A lycanthrope has the scent ability in any
form.
Base Save
Bonuses: Add the base save
bonuses of the base animal to the base save bonuses of the base creature.
Abilities: All lycanthropes gain +2 to Wisdom. In
addition, when in animal form, a lycanthrope’s physical ability scores improve
according to its kind, as set out in the table below. These adjustments are
equal to the animal’s normal ability scores –10 or –11. 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.
Skills: A lycanthrope gains skill points equal to
(2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had
multiclassed into the animal type. (Animal is never its first Hit Die, though,
and it does not gain quadruple skill points for any animal Hit Die.) Any skill
given in the animal’s description is a class skill for the lycanthrope’s animal
levels. 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.
Feats: Add the base animal’s feats to the base
creature’s. 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.
It’s possible that
a lycanthrope cannot meet the prerequisites for all its feats when in humanoid
form. 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.
Environment: Same as either the base creature or base
animal.
Organization: Solitary or pair, sometimes family (3–4),
pack (6–10), or troupe (family plus related animals)
Challenge
Rating: By class level or
base creature, modified according to the HD of the base animal: 1 HD or 2 HD,
+2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
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.
Level
Adjustment: Same as the
base creature +2 (afflicted) or +3 (natural). In addition, a lycanthrope’s
character level is increased by the number of racial Hit Dice the base animal
has.
Common
Lycanthropes |
|||
Name
|
Animal Form
|
Animal or Hybrid Form Ability
Modifiers
|
Preferred Alignment
|
Werebear |
Brown bear |
Str +16, Dex +2,
Con +8 |
Lawful good |
Wereboar |
Boar |
Str +4, Con +6 |
Neutral |
Wererat |
Dire rat |
Dex +6, Con +2 |
Chaotic evil |
Weretiger |
Tiger |
Str +12, Dex +4,
Con +6 |
Neutral |
Werewolf |
Wolf |
Str +2, Dex +4,
Con +4 |
Chaotic evil |
Dire wereboar |
Dire boar |
Str +16, Con +6 |
Neutral |
LYCANTHROPY AS AN AFFLICTION
When a character
contracts lycanthropy through a lycanthrope’s bite (see above), no symptoms
appear until the first night of the next full moon. 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’s
actions during this first episode are dictated by the alignment of its animal
form. 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. However, each time he changes to his animal form, he
must make a Will save (DC 15 + number of times he has been in animal form) or
permanently assume the alignment of his animal form in all shapes.
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. Any voluntary change to animal
or hybrid form immediately and permanently changes the character’s alignment to
that of the appropriate lycanthrope.
Changing Form
Changing form is a
standard action. If the change is involuntary, the character performs the
change on his next turn following the triggering event. Changing to animal or
hybrid form ruins the character’s armor and clothing (including any items worn)
if the new form is larger than the character’s natural form; carried items are
simply dropped. 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.
Curing Lycanthropy
An afflicted
character who eats a sprig of belladonna (also called wolfsbane) within 1 hour
of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the
affliction. If a healer administers the herb, use the character’s save bonus or
the healer’s Heal modifier, whichever is higher. The character gets only one
chance, no matter how much belladonna is consumed. The belladonna must be
reasonably fresh (picked within the last week).
However, fresh or
not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save
or take 1d6 points of Strength damage. One minute later, the character must
succeed on a second DC 13 save or take an additional 2d6 points of Strength
damage.
A remove
disease or heal spell cast by a cleric of 12th level or higher also
cures the affliction, provided the character receives the spell within three
days of the lycanthrope’s attack.
The only other way
to remove the affliction is to cast remove curse or break enchantment
on the character during one of the three days of the full moon. After
receiving the spell, the character must succeed on a DC 20 Will save to break
the curse (the caster knows if the spell works). If the save fails, the process
must be repeated.
Characters
undergoing this cure are often kept bound or confined in cages until the cure
takes effect.
Only afflicted
lycanthropes can be cured of lycanthropy.
LYCANTHROPES AS CHARACTERS
Becoming a
lycanthrope does not change a character’s favored class but usually changes
alignment (see above). This alignment change may cause characters of certain
classes to lose some of their class features.
Lycanthrope
characters possess the following racial traits.
— +2 Wisdom.
Physical abilities are increased by the animal form’s ability modifiers when a
lycanthrope changes to its hybrid or animal forms.
—Size same as the
base creature or the base animal form.
—Low-light vision
in any form.
—Scent in any
form.
—Racial Hit Dice:
A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for
race, level, and class. These additional Hit Dice modify the lycanthrope’s base
attack bonus and base saving throw bonuses accordingly.
—Racial Skills: A
lycanthrope adds skill points for its animal Hit Dice much as if it had
multiclassed into the animal type. It gains skill points equal to (2 + Int
modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in
the animal’s description are treated as class skills for the lycanthrope’s
animal levels. The lycanthrope’s maximum skill ranks are equal to its animal
form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial
skill adjustments of the lycanthrope’s base race and its animal form (but not
conditional adjustments) are added to its skill modifiers in any form.
—Racial Feats: Add
the animal’s Hit Dice to the base character’s own Hit Dice to determine how
many feats the character has. All lycanthropes gain Iron Will as a bonus feat.
— +2 natural armor
bonus in any form.
—Special Qualities
(see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in
animal or hybrid form only).
—Afflicted
lycanthrope: damage reduction 5/silver (in animal or hybrid form only).
—Natural
lycanthrope: damage reduction 10/silver (in animal or hybrid form only).
—Automatic
Languages: As base creature.
—Favored Class:
Same as the base creature.
—Level adjustment:
Same as the base creature +2 (afflicted) or +3 (natural).
CONTROL SHAPE (WIS)
Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.
Check
(Involuntary Change): An
afflicted character must make a check at moonrise each night of the full moon
to resist involuntarily assuming animal form. An injured character must also
check for an involuntary change after accumulating enough damage to reduce his
hit points by one-quarter and again after each additional one-quarter lost.
Involuntary
Change |
Control Shape
DC |
Resist
involuntary change |
25 |
On a failed check,
the character must remain in animal form until the next dawn, when he
automatically returns to his base form. A character aware of his condition may
make one attempt to return to humanoid form (see below), but if he fails, he
remains in animal form until the next dawn.
Retry
(Involuntary Change):
Check to resist an involuntary change once each time a triggering event occurs.
Check
(Voluntary Change): In
addition, an afflicted lycanthrope aware of his condition may attempt to use
this skill voluntarily in order to change to animal form, assume hybrid form,
or return to humanoid form, regardless of the state of the moon or whether he
has been injured.
Involuntary
Change |
Control Shape DC
|
Return to
humanoid form (full moon*) |
25 |
Return to
humanoid form (not full moon) |
20 |
Assume hybrid
form |
15 |
Voluntary change
to animal form (full moon) |
15 |
Voluntary change
to animal form (not full moon) |
20 |
* For game
purposes, the full moon lasts three days every month. |
Retry
(Voluntary Change): A
character can retry voluntary changes to animal form or hybrid form as often as
he likes. Each attempt is a standard action. However, on a failed check to
return to humanoid form, the character must remain in animal or hybrid form
until the next dawn, when he automatically returns to humanoid form.
Special: An afflicted lycanthrope cannot attempt a
voluntary change until it becomes aware of its condition (see Lycanthropy as an
Affliction).