Converting Al-Qadim creatures

Cleon

Legend
Lycanthrope, Werehyena
Climate/Terrain: Tropical/Deserts and plains
Frequency: Uncommon
Organization: Pack
Activity Cycle: Day
Diet: Scavenger
Intelligence: Very (11-12)
Treasure: Qx10 each
Alignment: Neutral evil
No. Appearing: 2-12
Armor Class: 5
Movement: 12
Hit Dice: 5+1
THAC0: 15
No. of Attacks: 1
Damage/Attack: 2-12 or by weapon
Special Attacks: See below
Special Defenses: Iron or +1 weapon to hit, immune to enchantment/charm spells
Magic Resistance: Nil
Size: M (5-6' tall)
Morale: Average (8-10)
XP Value: 1,400

Werehyenas are humans, usually male, who can transform themselves into hyenalike forms. Their packs roam the plains and deserts of Zakhara looking for prey.

The human form tends to be tall and sinewy, with long, shaggy hair usually tied back over their neck. The long hair conceals a second mouth at the base of the head, which mimics the lip movements of the primary mouth but makes no sound. They take great pains to keep this second mouth hidden. In their human forms, werehyenas tend to be gregarious and charismatic, many possessing a loud, resounding laugh.

The canine form appears to be a large hyena, over 6' long from snout to tail, with golden fur on its back and black fur on its belly and feet. While in this form, they can pass without trace.

It is not uncommon for a pack of these creatures to be followed by 2-12 normal hyenas. The normal hyenas are attracted to the lycanthropes, although not under their direct control.

Combat: In its human form, a werehyena will attack with a weapon appropriate for its assumed identity. However, in this form, a werehyena's best weapon is its charming personality, which it uses to gain others' confidence. Once per round, at will, a werehyena can bring into effect a friends spell (assume that it has a Charisma of 14-15 before the spell is cast) as if the spell were cast by a 12th-level wizard. This spell-like ability is not memorized or learned; it comes naturally to the creature and is triggered by thought.

In its hyena form, a werehyena attacks with its vicious bite, which inflicts 2-12 points of damage. On a natural attack roll of 19 or 20, the werehyena has locked its jaws on a victim. This has two effects: first, the victim will be automatically subject to damage from a bite attack on subsequent rounds (no further attack rolls needed for the werehyena); second, the weight of the creature will slow the victim down, reducing his or her movement rate by 6 (cumulative). After it has locked its jaws on a victim, a werehyena will release its bite only after suffering more than 10 points of damage.

In either of its forms, a werehyena can only be affected by magical or iron weapons. Other types of weapons initially appear to inflict damage, but the wound closes by the end of the round. Werehyenas are immune to enchantment/charm spells. All werehyenas have a primal fear of fire, preferring to make appearances and attacks during the day. A flaming torch is enough to keep one at bay; over six points of fire damage will send one howling off into the wilderness. If cornered by fire, however, they will fight to defend themselves.

Habitat/Society: Werehyenas travel in close-knit packs of up to a dozen creatures, most of whom are males. The pack is run by a dominant male, who makes all important decisions, reinforcing them with an occasional, savage bite. Newly infected lycanthropes are welcomed into a pack only if the newcomer agrees to accept the pack leader's orders to the death. If not, a fight for dominance usually ensues, with the victor becoming the new pack leader.

Among themselves, they can be playful and capable of lasting intimacy. They mate for life, but only with other members of the pack. From one to four cubs are born with each litter; 75% of them are male.

Werehyena packs scour the desert and plains in human form, seeking human settlements to infiltrate. A favorite ploy is for a single lycanthrope to enter a town or village and use its friends ability to win its way into the hearts of the people. Some are even known to shower gifts on "a long-forgotten sister" or relative. The gifts are typically small gems which it gathers for this purpose. The lycanthrope then lures the victim out of town to a trap, where the rest of the pack lies in wait.

Ecology: Werehyenas are covert hunters, preying on gullible humans whenever possible. However, like their normal cousins, they are excellent scavengers, capable of eating just about anything in order to survive. Although their numbers are great, they are too widely scattered to have any profound effect upon the ecology of Zakhara.

Originally appeared in MC13 Al-Qadim Monstrous Compendium Appendix (1992).
 

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freyar

Extradimensional Explorer
Hmmm. I guess we could do this as an application of the lycanthrope template, but there are a few differences and extra abilities. Make it a unique monster with a curse of lycanthropy attached?
 

Cleon

Legend
Hmmm. I guess we could do this as an application of the lycanthrope template, but there are a few differences and extra abilities. Make it a unique monster with a curse of lycanthropy attached?

I was definitely going to go for a unique monster.

You'll notice there's no mention of their bite causing Lycanthropy. That be because the author assumed its bite inflicts the curse as standard, since their called "Lycanthropes", but they have enough differences in abilities I'll happily drop the Curse of Lycanthropy from them. They don't have a hybrid form, for a start.

Indeed, I am leaning towards approaching these as some kind of "Hyenawere", since there's several similarities between them and Wolfweres in their general modus operandi (pretending to be innocent folk, using charming to lure victims into isolated spots, then the feast!).

Besides, that "second mouth" is just too weird for a standard Lycanthrope. ;)

The hyena form is 6 feet long and has a 2d6 damage bite, so I thought we should use a Short-Faced Hyena as a model for the animal form.
 

freyar

Extradimensional Explorer
Well, there is the bit about "newly infected lycanthropes" in the first paragraph of "habitat/society." But I'd be happy to make them "hyenaweres" and drop the curse, too.

Agreed on the second mouth!

And the short-faced hyena is also 5HD. So, does 5HD sound good to you?
 

Cleon

Legend
Well, there is the bit about "newly infected lycanthropes" in the first paragraph of "habitat/society." But I'd be happy to make them "hyenaweres" and drop the curse, too.

We could make them Magical Beasts with a "Curse of Therianthropy" or "Curse of the Hyena" that can transform humanoids into more of their kind?

And the short-faced hyena is also 5HD. So, does 5HD sound good to you?

Yes, I'd already noted that convenient HD correspondent.

Making them 5 HD works for me.
 

freyar

Extradimensional Explorer
I'm not particularly enamored of them cursing bite victims, so I'm happy to drop it if you are.

Magical Beast, I guess, like the jagweres.

The short-faced hyena has Str 20, Dex 15, Con 15, Int 2, Wis 13, Cha 6. Do you just want to adjust that (and base the humanoid form on) the standard, elite, or non-elite array?
 

Cleon

Legend
I'm not particularly enamored of them cursing bite victims, so I'm happy to drop it if you are.

Magical Beast, I guess, like the jagweres.

That works for me.

The short-faced hyena has Str 20, Dex 15, Con 15, Int 2, Wis 13, Cha 6. Do you just want to adjust that (and base the humanoid form on) the standard, elite, or non-elite array?

The MC13 Werehyena is very intelligent and it has mind-affecting supernatural attacks, suggesting we should boost its Int and Cha considerably.

Its AC is also two better than the AD&D short-faced hyena, so I'd give it the +2 natural armor bonus that's standard for Lycanthropes.

I'll start a Working Draft.
 

Cleon

Legend
Hyenawere Working Draft

Hyenawere
Large Magical Beast (Shapechanger)
Hit Dice: 5d10+10 (37 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Bite +9 melee (2d6+7)
Full Attack: Bite +9 melee (2d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of the hyenawere, improved grab, trip
Special Qualities: Alternate form, damage resistance 5/cold iron, fear of flames, low-light vision, hyena empathy, immunity to enchantment, keen scent, traceless path
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 20, Dex 15, Con 15, Int 12, Wis 15, Cha 14
Skills: Bluff +7, Diplomacy +8, Disguise +5 (+7 acting), Hide +1* (+5 in undergrowth), Listen +8, Move Silently +5, Spot +6
Feats: Alertness, Improved Initiative, Iron Will (B)
Environment: Warm deserts and plains
Organization: Solitary, pair, family (3-4), or pack (2-12 plus 2-12 hyenas)
Challenge Rating: 4
Treasure: 50% coins, triple goods (gems only), standard items
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +4

A hyena as large as a pony, with black fur on its belly and paws and a golden-furred back.

Hyenawere, Humanoid Form
Medium Magical Beast (Shapechanger)
Hit Dice: 5d10+10 (37 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +2 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: +5/+7
Attack: Spear +7 melee (1d8+3/×3) or spear +7 ranged (1d8+2/×3)
Full Attack: Spear +7 melee (1d8+3/×3) or spear +7 ranged (1d8+2/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Befriend
Special Qualities: Alternate form, damage resistance 5/cold iron, fear of flames, low-light vision, hyena empathy, immunity to enchantment, keen scent
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 14, Dex 15, Con 15, Int 12, Wis 15, Cha 14
Skills: Bluff +12, Diplomacy +13 (+8 as standard action), Disguise +5 (+7 acting), Hide +5, Listen +8, Move Silently +5, Spot +6
Feats: Alertness, Improved Initiative, Iron Will (B)
Environment: Warm deserts and plains
Organization: Solitary, pair, family (3-4), or pack (2-12 plus 2-12 hyenas)
Challenge Rating: 4
Treasure: 50% coins, triple goods (gems only), standard items
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +4

A lithe human with long, thick hair reaching past their shoulders. Whoever it is seems friendly enough, judging by their easy going smile.

Hyenaweres are monstrous hyena therianthropes that shapechange into human form to stalk humanoid victims. Their human form has a second mouth at the base of the head, which noiselessly mimics the lip movements of the creature's main mouth. A hyenawere is careful to keep this extra mouth hidden, usually by growing their hair so it covers the back of their neck.

Hyenaweres live in close-knit family packs led by the strongest member. They are playful and affectionate to each other, but have no compassion for any creature outside the pack. The majority of hyenaweres are male. They mate for life and produce litters of 1 to 4 pups, three-quarters of which will be boys.

Like normal hyenas, hyenaweres are excellent hunters and iron-stomached scavengers who can eat garbage or carrion to survive. Their favorite prey are humanoids. They often send a lone scout to infiltrate a band of travelers or isolated village to pick out a victim. Hyenaweres collect gemstones for the scouts to use as presents to help lure a victim to where the pack waits in ambush.

Humanoids who survive a hyenawere bite may turn into hyenaweres themselves. These newly transformed monsters are accepted into existing packs if they swear fealty to the pack leader or defeat them in a fight.

A hyenawere in animal form is roughly 6 feet long, stands about three feet at the shoulder and weighs up to 400 pounds. In human form they tend to be tall and sinewy, averaging 6 feet tall and 160 pounds.

Hyenaweres speak Common.

COMBAT
Hyenaweres rarely pick a fair fight. Their favorite tactic is using their Befriend ability to lure unaware individuals into an ambush far from help. Hyenaweres prefer to fight in hyena form, but may remain as humanoids to use ranged weapons. They usually attack during the day due to their primal fear of fire travellers at night tend to have campfires or torches.

Alternate Form (Su): A hyenawere can assume the form of an enormous hyena (its natural form) or a Medium humanoid.

Befriend (Su): A hyenawere in humanoid form has an uncannily charming personality. It can make a Diplomacy check to change the attitudes of humanoids as a standard action, without the -10 penalty for a rushed Diplomacy check. It has a +5 bonus to other Diplomacy checks and Bluff checks.

By focusing its personality on a single humanoid, it can convince that creature to become its friend. This works like a charm person spell from a 12th level caster (Will DC 14). A humanoid that successfully saves cannot be affected again by the same hyenawere's befriend ability for 24 hours. This is a supernatural, sonic mind-affecting charm effect.

The befriend power does not affect other hyenaweres. The save DC is Charisma-based.

Curse of the Hyenawere (Su): Any humanoid hit by a hyenawere's bite attack must succeed on a DC 15 Fortitude save or become a hyenawere the next time there is a full moon. The victim loses all abilities it possessed prior to transformation, becoming an ordinary hyenawere in all respects except for the following: The "cursed hyenawere" does not have a Curse of the Hyenawere special attack. A "cursed hyenawere" retains no memory or interest in its former existence, but does retain any equipment it carried. Cursed hyenaweres can be cured of their condition by a remove curse or break enchantment cast on the hyenawere if the hyenawere succeeds on a DC 20 Will save.

Fear of Flames (Ex): A hyenawere that suffers fire damage from an attack must succeed on a Will save (DC = 10 for nonmagical fire, DC of spell or supernatural attack for magical fire) or become panicked for 1d6 rounds.

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

Immunity To Enchantment (Ex): A hyenawere is immune to charm affects, including all spells of the Charm and Compulsion subschools.

Improved Grab (Ex): To use this ability, a hyenawere in hyena form 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 automatically deals bite damage on each round it maintains the grapple.

Keen Scent (Ex): A hyenawere can notice creatures by scent at double the normal range (typically a 60-foot radius), and detect the scent of blood or a carcass at ranges of up to a mile.

Traceless Path (Su): A hyenawere in hyena form can move through any kind of terrain while leaving neither footprints nor scent, making nonmagical tracking impossible. It may choose to leave a trail if it desires.

Trip (Ex): A hyenawere in hyena form that hits with its bite attack can attempt to trip the opponent (+9 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 hyenawere.

Skills: In hyena form, hyenaweres have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Originally appeared in MC13 Al-Qadim Monstrous Compendium Appendix (1992).
 
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freyar

Extradimensional Explorer
Since you're not modifying Dex or Con between the two forms, I guess we should stick with Str 20. But I kind of think reducing all the physical stats in humanoid form would work. Maybe Str 12 or 14, Dex and Con 11?

The rest looks pretty good.
 

Cleon

Legend
Since you're not modifying Dex or Con between the two forms, I guess we should stick with Str 20. But I kind of think reducing all the physical stats in humanoid form would work. Maybe Str 12 or 14, Dex and Con 11?

The rest looks pretty good.

Ugh, no. If we reduce the Con it'll make the hit points all wonky, and I see no reason for making the smaller humanoid form so much clumsier than the hulking hyena form.

I'm fine reducing the Strength. The standard 8 Strength difference between Medium and Large would make it Str 12, but I lean towards Str 14. Although I'd be fine with 16 if you prefer it.
 

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