Special Conversion Thread: Lycanthropes and their ilk

freyar

Extradimensional Explorer
Your description looks good to me!

I like just the first paragraph for the background. You're right, the second one is a bit too much (and you have it covered well enough in the first paragraph).

What do you want to do for the sample?
 

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Cleon

Legend
Your description looks good to me!

I like just the first paragraph for the background. You're right, the second one is a bit too much (and you have it covered well enough in the first paragraph).

Updating the Weredrake (Vulgar Drakanthrope) Working Draft.

What do you want to do for the sample?

As I believe I've mentioned already, a Werewyvern is my preferred weredrake, but I'm tempted to do a Werepseudodragon as well, if only to see how it stats up.

Wyverns are native to Warm Hills, so ideally the base creature should be from that habitat.

How about a Hobgoblin? They've got "Environment: Warm hills" too.

For the Pseudodragon, I was thinking Forest Gnome as they both have Temperate Forest for their Environment.
 



Cleon

Legend
Werewyvern

Werewyvern, Hobgoblin Form
Medium Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 7d12+28 (80 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +2 natural, +2 studded leather, +1 light shield), touch 11, flat-footed 15
Base Attack/Grapple: +8/+9
Attack: Longsword +9 melee (1d8+1/19-20) or javelin +9 ranged (1d6+1)
Full Attack: Longsword +9/+4 melee (1d8+1/19-20) or javelin +9/+4 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Alternate form, darkvision 60 ft., drakanthropic communication, immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 11, Cha 10
Skills: Hide +12, Listen +13, Move Silently +16, Spot +16, Survival +4
Feats: Ability Focus (poison), Alertness, Flyby Attack, Iron Willᴮ, Multiattackᴮ

Werewyvern, Wyvern Form
Large Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 7d12+28 (80 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 21 (–1 size, +2 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +8/+17
Attack: Sting +12 melee (1d6+5 plus poison) or talon +12 melee (2d6+5) or bite +12 melee (2d8+5)
Full Attack: Sting +12 melee (1d6+5 plus poison) and bite +10 melee (2d8+5) and 2 wings +10 melee (1d8+2) and 2 talons +10 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Alternate form, darkvision 60 ft., damage reduction 10/silver, drakanthropic communication, immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 21, Dex 15, Con 18, Int 10, Wis 11, Cha 10
Skills: Hide +9, Listen +13, Move Silently +17, Spot +16, Survival +4
Hide 11, Listen 11, Move Silently 11, Spot 11, Survival 4
Feats: Ability Focus (poison), Alertness, Flyby Attack, Iron Willᴮ, Multiattackᴮ

Werewyvern, Hybrid Form
Large Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 7d12+28 (80 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 30 ft. (clumsy)
Armor Class: 21 (–1 size, +2 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +8/+17
Attack: Sting +12 melee (1d6+5 plus poison); or bite +12 melee (1d8+5); or longsword +12 melee (2d6+5/19-20); or javelin +9 ranged (1d8+5)
Full Attack: Sting +12 melee (1d6+5 plus poison) and bite +10 melee (1d8+2) and 2 claws +10 melee (1d8+2); or longsword +12/+7 melee (2d6+5/19-20) and sting +10 melee (1d8+2) and bite +10 melee (1d8+2) and claw +10 melee (1d8+2); or javelin +9/+4 ranged (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Alternate form, darkvision 60 ft., damage reduction 10/silver, drakanthropic communication, immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +9, Ref +7, Will +7
Abilities: Str 21, Dex 15, Con 18, Int 10, Wis 11, Cha 10
Skills: Hide +9, Listen +13, Move Silently +17, Spot +16, Survival +4
Feats: Ability Focus (poison), Alertness, Flyby Attack, Iron Willᴮ, Multiattackᴮ

Environment: Warm hills
Organization: Solitary, pair, or flight (3-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment:

A great vaguely humanoid reptilian with batlike wings and a long tail ending in a scorpion-like stinger. It stands roughly one and a half times taller than a human. The creature's scales are dark brown-gray, lightening to reddish-orange on its belly and underside.

Since hobgoblins and wyverns are common monsters in warm hills, drakanthropes that combine the two species are not as extraordinarily rare as other weredrakes, although there are still few in existence. Hobgoblin werewyverns are conflicted creatures; their hobgoblin love of organization and tactics clashes with the aggressive solitary nature of a wyvern. Despite their savage nature they often find acceptance in hobgoblin society. These werewyverns seldom fill leadership roles, usually becoming champions and elite warriors who use their flight ability and draconic power to scout for enemies and spearhead deadly commando raids. A hobgoblin werewyvern tends to dwell apart from normal hobgoblins, living in an aerie overlooking the goblinoids' settlement or the nearby wilderness.

A hobgoblin werewyvern's wyvern form is about 15 feet long and its hybrid form stands 12 feet high; in either form it weighs about one ton and has a tail 7 or 8 feet long. Its humanoid form is the size of a normal hobgoblin: a burly humanoid averaging 6½ feet tall.

This werewyvern speaks Common, Draconic and Goblin.

Combat
Werewyverns favor attacking from the air, either quick strikes with Flyby Attack or diving onto enemies and then unleashing full attacks. Hobgoblin werewyverns have their kind's liking for tactics and often attack in concert with combatants on the ground.

Alternate Form (Su): A werewyvern can assume a bipedal hybrid form or the form of a wyvern.

Drakanthropic Communication: A werewyvern can communicate with wyverns. It can speak Draconic when in dragon form even if the base dragon cannot.

Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Con. The save DC is Constitution-based.

Skills: Werewyverns have a +3 racial bonus on Spot checks. Hobgoblins have a +4 racial bonus on Move Silently checks.

The werewyvern presented here is a 1st-level hobgoblin warrior, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Notes
Base Saves:
Fort +2+5+2/4, Ref +0+5+1/+2, Will +0+5+0
Hobgoblin Skills (10 SPs): Hide 3, Listen 2, Move Silently 3, Spot 2
Wyvern Skills (42 SPs): Hide 8, Listen 9, Move Silently 8, Spot 9, Survival 4 (cross-class)?
Total Skill Ranks: Hide 11, Listen 11, Move Silently 11, Spot 11, Survival 4
 
Last edited:

Cleon

Legend
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Con. The save DC is Constitution-based.

Realised we need a tweak to the SA line of the Weredragon Working Draft so the werewyvern's sting retains its poison. As written it's a nonpoisonous sting!

I've changed:

In hybrid form a weredrake retains the special attacks of the base creature and gains the special attacks described below. If both base forms possess the same special attack, the hybrid form uses the base dragon's version.

To:

In hybrid form a weredrake retains the special attacks of the base creature and gains the special attacks described below. If the base dragon has a special attack tied to another natural weapon, such as the poison of a wyvern's sting attack or the tail sweep of a Huge albino wyrm's tail-slap attack, it also retains that special attack in hybrid form. If both base forms possess the same special attack, the hybrid form uses the base dragon's version.
 

freyar

Extradimensional Explorer
Yes, I like that change. Good point!

For tactics, borrow the SRD hobgoblin's "strong grasp of strategy" and the wyvern's flyby and grab?
Werewyverns are capable of sophisticated strategies. They favor quick strikes, using their flyby attacks in concert with melee combatants on the ground. They often coordinate with hobgoblins and wyverns.
??
 

Cleon

Legend
Yes, I like that change. Good point!

For tactics, borrow the SRD hobgoblin's "strong grasp of strategy" and the wyvern's flyby and grab?
Werewyverns are capable of sophisticated strategies. They favor quick strikes, using their flyby attacks in concert with melee combatants on the ground. They often coordinate with hobgoblins and wyverns.
??

That wording suggest that werewyverns in general employ sophisticated strategies instead of being flying venomous murder-lizards like regular wyverns. It'd seem better to separate the hobgoblin attributes more clearly.

How about:

Werewyverns favor attacking from the air, either quick strikes with Flyby Attack or diving onto enemies and then unleashing full attacks. Hobgoblin werewyverns have their kind's liking for tactics and often attack in concert with combatants on the ground.
 


Cleon

Legend
That will work!

Updating the Werewyvern Working Draft.

Any thoughts for description and background?

Here's a start:

A great vaguely humanoid reptilian with batlike wings and a long tail ending in a scorpion-like stinger. It stands roughly one and a half times taller than a human. The creature's scales are dark brown-gray, lightening to reddish-orange on its belly and underside.

[Bit of background?]

A hobgoblin werewyvern is about 15 feet long in wyvern form and 12 feet high in hybrid form; in either form it weighs about one ton and has a tail 7 or 8 feet long. Its humanoid form is the size of a normal hobgoblin: a burly humanoid roughly 6½ feet tall.

This werewyvern speaks Common, Draconic and Goblin.​

I have to do stuff, so that'll have to do for now!
 

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