Special Conversion Thread: Lycanthropes and their ilk

Cleon

Legend
Dire Werebadger Working Draft

Dire Werebadger

Dire Werebadger, Dwarf Form

Medium Humanoid (Dwarf, Shapechanger)
Hit Dice: 1d8+5 plus 3d8+18 (41 hp)
Initiative: +0
Speed: 20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class: 18 (+4 scale mail, +2 heavy shield, +2 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Dwarven waraxe +5 melee (1d10+1/×3) or shortbow +3 ranged (1d6/×3)
Full Attack: Dwarven waraxe +5 melee (1d10+1/×3) or shortbow +3 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, darkvision 60 ft., dwarf traits, low-light vision, badger empathy, scent
Saves: Fort +7, Ref +3, Will +5
Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 11, Cha 6
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Handle Animal +2*, Listen +6, Spot +6
Feats: Alertness, Iron Will (B), Toughness (B), Track (B), Multiattack (B), Weapon Focus (waraxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 dire badgers)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Dire Werebadger, Dire Badger Form
Medium Humanoid (Dwarf, Shapechanger)
Hit Dice: 1d8+5 plus 3d8+18 (41 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d4+3)
Full Attack: 2 claws +6 melee (1d4+3) and bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, rage
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., dwarf traits, low-light vision, badger empathy, scent
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 17, Dex 17, Con 22, Int 10, Wis 11, Cha 6
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Handle Animal +2*, Listen +6, Spot +6
Feats: Alertness, Iron Will (B), Toughness (B), Track (B), Multiattack (B), Weapon Focus (waraxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 dire badgers)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Dire Werebadger, Hybrid Form
Medium Humanoid (Dwarf, Shapechanger)
Hit Dice: 1d8+5 plus 3d8+18 (41 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Dwarven waraxe +7 melee (1d10+3/×3); or claw +6 melee (1d6+3)
Full Attack: Dwarven waraxe +7 melee (1d10+3/×3) and claw +4 melee (1d4+1) and bite +4 melee (1d6+1); or 2 claws +6 melee (1d4+3) and bite +4 melee (1d6+1); or shortbow +6 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, rage
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., dwarf traits, low-light vision, badger empathy, scent
Saves: Fort +11, Ref +6, Will +5
Abilities: Str 17, Dex 17, Con 22, Int 10, Wis 11, Cha 6
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Handle Animal +2*, Listen +6, Spot +6
Feats: Alertness, Iron Will (B), Toughness (B), Track (B), Multiattack (B), Weapon Focus (waraxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 dire badgers)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

A stocky, furry humanoid with the striped head of a badger.

Dire werebadgers in humanoid form are powerfully built, with a savage cast to their features. Their hair is generally dark grey, often with white streaks, black stripes, or both.

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

COMBAT

In dire badger or hybrid form, a dire werebadger can rage just as a normal dire badger does. A dire werebadger in hybrid form often dispenses with weapon attacks, though it can wield a weapon and use its bite and a claw as secondary natural attacks.

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

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

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

Rage (Ex):
A dire badger that takes damage in combat when in animal or hybrid form flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Dwarf Traits (Ex): Dwarves possess the following racial traits.

● +2 Constitution, -2 Charisma.
● Medium size.
● A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
● Darkvision out to to 60 feet.
● Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
● Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
● Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
● +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
● +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
● +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
● +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
● +2 racial bonus on Appraise checks that are related to stone or metal items.
● +2 racial bonus on Craft checks that are related to stone or metal.
● Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
● Favored Class: Fighter.
 
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Cleon

Legend
Hold on, the regular Gnome Werebadger doesn't have any flavour text or tactics.

Also, the Dire Werebadger has a "trip" in the tactics which should be "rage" and its still got bits of the description of a dire werewolf.

Updating Werebadger.

Updating Dire Werebadger.

I think we can move on now.
 




Cleon

Legend
What's left?

This.

The only remaining werebeasts in the article are the Werebadger, Werejaguar and Wereleopard, which I believe are already covered.

Unless the extant versions are wildly different, of course.

I've just noticed that Echohawk's Monster Index doesn't include any of the Werecreatures from Dragon #40 listed.

Also, I've found another unconverted lycanthrope from a Dragon magazine, the Werejaguar from the Mechica adventure in issue #70.

The Mechican Werejaguars are all Jaguar Priest clerics of Tezcatlipoca, with spellcasting ability in human or hybrid form, and use non-standard shapechanging.
 

Shade

Monster Junkie
We can also tackle the Loup Du Noir from MCA1 and the Greater Wererat from Dungeon.

That said, I'd rather finish off the Dragon Mag ones first. How about the Wereleopard?
 

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