Werebison Working Draft
Werebison
Werebison, Orc Form
Medium Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+20 (48 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather armour, +2 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Falchion +7 melee (2d4+4/18-20) or javelin +4 ranged (1d6+3)
Full Attack: Falchion +7 melee (2d4+4/18-20) or javelin +4 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, bison empathy, darkvision 60 ft., light sensitivity, low-light vision, scent
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 9, Cha 6
Skills: Listen +4, Spot +3
Feats: Alertness, Endurance, Iron Will (B), Power Attack
Environment: Temperate hills or plains
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Werebison, Bison Form
Large Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+20 (48 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+17
Attack: Gore +12 melee (1d8+9)
Full Attack: Gore +12 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, stampede
Special Qualities: Alternate form, bison empathy, damage reduction 10/silver, darkvision 60 ft., light sensitivity, low-light vision, scent
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 29, Dex 11, Con 18, Int 8, Wis 9, Cha 6
Skills: Listen +4, Spot +3
Feats: Alertness, Endurance, Iron Will (B), Power Attack
Environment: Temperate hills or plains
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
Werebison, Hybrid Form
Large Humanoid (Orc, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+20 (48 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +4/+17
Attack: Slam +12 melee (1d6+9) or falchion +12 (2d6+13)
Full Attack: 2 slams +12 melee (1d6+9) and gore +7 melee (1d8+4); or falchion +12 (2d6+13) and gore +7 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, bison empathy, damage reduction 10/silver, darkvision 60 ft., light sensitivity, low-light vision, scent
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 29, Dex 11, Con 18, Int 8, Wis 9, Cha 6
Skills: Listen +4, Spot +3
Feats: Alertness, Endurance, Iron Will (B), Power Attack
Environment: Temperate hills or plains
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3
A hairy creature with a bison-like head atop a sturdy humanoid body.
Werebison in humanoid forms tend to have powerful, stocky bodies and more abundant body hair than is usual. They often have large heads on a short, thick neck. Werebisons normally appear stoical, placid creatures but have ferocious tempers if provoked.
The werebison presented here is a 1st-level orc warrior and natural lycanthrope, using the following base ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
COMBAT
Werebisons are unpredictable creatures who often have bad tempers. They usually appear peaceful, even lackadaisical, but sometimes attack without warning or apparent reason. A werebison will fight to the death to defend itself or its herd. They prefer to charge into melee, usually in hybrid form, or the bulk of the herd gathers and stampedes to freedom.
Alternate Form (Su): A werebison can assume the form of a bison or a bison-humanoid hybrid.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebison's gore attack in hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Bison Empathy (Ex): Communicate with bison, and +4 racial bonus on Charisma-based checks against werebison.
Stampede (Ex): A herd of werebison in animal form can literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five werebison in the herd (Reflex DC 22 half). The save DC is Strength-based. All the werebison in the stampede must make a charge action. The stampede is resolved on the charge action of the werebison with the lowest initiative.