Special Conversion Thread: Lycanthropes and their ilk

freyar

Extradimensional Explorer
Hmm, FRE1-3 have a werepanther, but they refer to Hall of Heroes, so I'm guessing those are the same. Other than that, I don't really know! What I know about older edition monsters, I've learned from converting.
 

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Cleon

Legend
Hmm, FRE1-3 have a werepanther, but they refer to Hall of Heroes, so I'm guessing those are the same. Other than that, I don't really know! What I know about older edition monsters, I've learned from converting.

Hold on, let me just check...

The werepanther in FRE1 Shadowdale and FRE2 Tantras is Kelemvor Lyonsbane, who also has a writeup in FR7 Hall of Heroes immediately in front of that source's "New Lycanthropes in the Realms" section which has a separate Werepanther entry.

I'd say they are both meant to cover the same creature, a Lawful Neutral lycanthrope who turns into a black panther.

The FR7 "New Lycanthropes in the Realms" entry on werepanthers in its entirety is:

Werepanthers: These Lawful Neutral lycanthropes turn into sleek black panthers or slim, athletic humans with dark hair and a slight trace of elven features. It is unknown which is the werepanther’s real form (50% chance either way). Werepanthers move silently at great speed (12) and climb easily, even when carrying a burden equal to the their weight. Their ebony coats make them difficult to spot in the dark.

Kelemvor's lycanthropy is due to a hereditary curse placed on an ancestor by a dying sorcerer and has a few differences from the FR7 "New Lycanthropes" entry, the most significant being he can regenerate from wounds caused by normal weapons when in human form (it takes silver or magic to permanently harm him). It also says the Panther form has 5 Hit Dice, AC 2, and can claw/claw/bite for 1d4/1d4/1d8 plus the benefit of Strength 18/94 (+2 attack, +5 damage). He's also muscular and rugged looking, which doesn't sound very much like the "slim" and slightly elvish werepanthers above.

He doesn't have a hybrid form, like the Werepanthers in the "New Lycanthropes" section of FR7.

Hmm, upon reflection I am tempted to add these Faerûn Werepanthers to the conversion list. It'd round the lycanthropes up to a nice round 20, or two whole batches. I'd give them all Kelemvor's regeneration power as a standard feature, since it's the most distinctive thing about the entry.

It'd mean we'll need to come up with separate names for the FR Werepanthers and the MCA2 Werepanthers.

Since the MCA2 werepanthers are human(oids) turned into lycanthropic soldier-servants by the bite and "ancient juju rituals" of a Panther Lord, how about calling them a "Werepanther Thane" and the FR version a plain "Werepanther"?
 


Cleon

Legend
Agreed then. Want to start one up?

Might as well.

I'll also edit the "master list" so we've got a nice round 20.

Since we've been talking Werepanthers, the Forgotten Realms one seems the best place to start, since we're treating it as the "standard werepanther".

I'll post the original stats first:
 

Cleon

Legend
Generic Stats for Lycanthropes from Hall of Heroes

New Lycanthropes in The Realms

The magical energies unleashed during the divine crisis had a peculiar side effect. As the crisis abated, reports came in of new lycanthropic species. Some were accidentally created when one of these freak maelstroms of pure magic enveloped a human and an animal. The two merged together into a single being with traits of both. A second group included those who remained physically independent but gained the ability to transform into another’s form. A third group appears to have been deliberately created. A fourth group includes those that appeared as a result of long-standing curses; apparently these lycanthropes had always existed, but have only just recently come to light. All the new lycanthropes either fill niches left unoccupied or seem to be intended to specifically oppose known lycanthropic species.

Individuals may acquire their lycanthropy in an apparently spontaneous transformation during a time of stress. In such cases, the new lycanthropy is often related to some long dormant factor in that person’s bloodline.

Some of these new lycanthropes are listed below. As additional species become known, game masters will have to develop statistics for them. Some guidelines for creating new lycanthropes are:

● Climate: Any, but tending toward the animal’s range.
● Frequency: Rare.
● Organization: As per normal animal.
● Active cycle: The lycanthropic form is only present during the night.
● Diet: As per animal.
● Intelligence: Any.
● Treasure: Any.
● Alignment: Any.
● Number appearing: As per animal.
● Armor class: Normal animal AC minus 1d4.
● Movement: Normal human or animal rate (depending on form).
● Hit Dice: Lycanthrope hit dice are the sum of normal human and normal animal hit dice.
● Number of attacks: As per animal.
● Damage/attack: At least as dangerous as the normal animal.
● Special attack: As per animal.
● Special defenses: 90% of new lycanthropic species can only be harmed by silver or magical weapons of +1 or greater.
● Magic resistance: 90% of new lycanthropic species have no magical resistance.
● Size: Any hybrid forms are halfway between the human and animal sizes.
● Morale: Most are steady (11-12) or very steady (13-14).

Originally from FR7 - Hall of Heroes (1989)
 

Cleon

Legend
Werepanther (Forgotten Realms) Original Stats

There are two sources of information on Forgotten Realms Werepanthers.

Firstly, there is a short entry in the New Lycanthropes of the Realms section of Hall of Heroes:


Werepanthers: These Lawful Neutral lycanthropes turn into sleek black panthers or slim, athletic humans with dark hair and a slight trace of elven features. It is unknown which is the werepanther’s real form (50% chance either way). Werepanthers move silently at great speed (12) and climb easily, even when carrying a burden equal to the their weight. Their ebony coats make them difficult to spot in the dark.

Originally from FR7 - Hall of Heroes (1989); see the FR7 Lycanthropes post for generic stats.

Secondly, there are writeups of Kelemvor Lyonsbane, a Werepanther NPC, in FRE1 - Shadowdale (1989), FRE2 - Tantras (1989) and FR7 - Hall of Heroes (1989).

Statwise, the FRE1 & FRE2 Kelemvor is a 5th level Lawful Neutral human fighter with unusually good ability scores (Str 17, Int 15, Wis 13, Dex 16, Con 18, Cha 14) and 44 hit points. His entry has this to say about his lycanthropy:


Kelemvor is a fierce fighter whose natural fighting skills are more than a match for most foes. He does not shy away from attacking foes who outnumber him tenfold. He is a were-panther, and his lycanthropic abilities, such as immunity to normal weapons, apparently extend in a weakened form to his human shape. While he takes damage from normal weapons, he regenerates from their effects at the rate of 2 points per round.

Due to a twisted permutation in the “family curse,” Kelemvor must be paid to perform any deed not in his own best interest. (The original lycanthrope could not take money for any such altruism.) Otherwise, he becomes a panther until he draws blood.

Since Kelemvor cannot control his transformation into a panther, his lycanthropy rarely works to his advantage. In battle, however, Kelemvor’s panther form is terrifyingly vicious. The werepanther attacks as a 5 Hit Die monster, striking with the claws on its two front paws for 1d4 each, and biting for 1d8 damage. Moreover, the werepanther is considered to have 18/94 Strength, for the purposes of hitting and damage bonuses (+2, +5).

The werepanther can only be harmed by silver or magical weapons of at least +1 bonus. It possesses keen night vision that enables it to see in near-lightless conditions, acute hearing, and a precise sense of smell.

Originally from FRE1 - Shadowdale (1989);

The FR7 version of Kelemvor is also a 5th level LN human fighter, but his stats are very different (Str: 18/94, Int: 7, Wis: 7, Dex: 12, Con: 17, Cha:13). The entry goes on to considerably greater length about his history than the FRE1 & 2 versions, and has the following statistical information on his lycanthropic condition:

Languages: Human, Panther.

Kelemvor is a fierce fighter whose natural fighting skills are more than a match for most foes. He does not shy away from attacking foes who outnumber him tenfold. His lycanthropic abilities apparently extend to his human form. Although he can suffer wounds from normal weapons, he soon shrugs off their effects. Kelemvor simply considers himself to be a fast healer.

Kelemvor cannot control his transformation into a panther, so his lycanthropy rarely works to his advantage. In battle, however, Kelemvor’s panther form is terrifyingly vicious. The werepanther attacks as a 5 Hit Die monster, striking with the claws on its two front paws, doing 1d4 points damage for each paw. The werepanther will also bite for 1d8 points of damage.

The werepanther can only be harmed by silver or magical weapons of at least +1. It possesses keen night vision that enables it to see in near-lightless conditions, acute hearing, and a sensitive sense of smell.

Appearance: *human appearance deleted*
His panther form is physically identical to a black panther.

Personality: *human personality deleted*
The werepanther form is more animalistic in its behavior, but retains enough of Kelemvor’s memories that it will not attack Kelemvor’s friends or allies. Kelemvor himself has only dim memories of what the panther does or feels.

Originally from FR7 - Hall of Heroes (1989).

I've omitted some information about the nature of the family curse that turned Kelemvor into a werepanther, since that's specific to him - basically an ancestor abandoned a sorcerer to die so he could go looting, so he was cursed to turn into a panther if he did anything for profit, but the curse has since mutated so Kelemvor becomes a panther if he does something for free.
 

Cleon

Legend
There are two sources of information on Forgotten Realms Werepanthers.

Okay, for our 3E version I'm thinking that taking our Werejaguar, removing the hybrid form and giving it regeneration that's overcome by silver weapons would give us a reasonably accurate conversion.

Do we want to keep the curse of lycanthropy bite, since the original version makes no mention of this strain of lycanthropy being infectious?

Indeed, the FR7 entry doesn't say any of the lycanthropes listed can pass on their condition by injuring other creatures, so maybe these strains of Forgotten Realms lycanthropy can only be passed on by curses of by the lycanthrope having offspring?

If so, it'd help distinguish them from "regular" lycanthropes. I'm also keen on the idea for some of the more powerful ones not being contagious - it'd stop player characters queuing up to get bitten by a weredragon!
 

freyar

Extradimensional Explorer
Non-contagious lycanthropy works for me.

I agree with your plans for the werejaguar. We may want to adjust some of the stats a little, just for variety. Since we only have a specific example, though, it's hard to know (a) which set of stats to use and (b) how much is werepanther stats vs Kelemvor's personal abilities.
 

Cleon

Legend
Non-contagious lycanthropy works for me.

I agree with your plans for the werejaguar. We may want to adjust some of the stats a little, just for variety. Since we only have a specific example, though, it's hard to know (a) which set of stats to use and (b) how much is werepanther stats vs Kelemvor's personal abilities.

Do you have any particular tweaks in mind?

We could crib some stats from a different Great Cat, like our Sabre-Toothed Jaguar or Sabre-Toothed Leopard, or give the base animal 5 Hit Dice like the example instead of 4 HD like a normal Jaguar.

Anyhow, I'll start a Working Draft.
 

Cleon

Legend
Werepanther Working Draft

Lycanthrope, Werepanther

Werepanther, Human Form

Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+2 plus 5d8+20 (49 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather armor, +2 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Spear +5 melee (1d8+1/×3) or spear +4 ranged (1d8+1/×3)
Full Attack: Spear +5 melee (1d8+1/×3) or spear +4 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, panther empathy, low-light vision, regeneration 3, scent, unusual curse
Saves: Fort +8, Ref +4, Will +3
Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 11, Cha 8
Skills: Balance +1, Climb +1, Handle Animal +3, Hide +1, Jump +3, Listen +6, Move Silently +2, Spot +6, Swim +2
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B), Weapon Finesse (B), Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

A ruggedly muscular warrior.

Werepanther, Panther Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+2 plus 5d8+20 (49 hp)
Initiative: +8
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+10
Attack: Bite +11 melee (1d8+6)
Full Attack: Bite +11 melee (1d8+6) and 2 claws +8 melee (1d3+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d3+3
Special Qualities: Alternate form, damage reduction 10/silver, low-light vision, panther empathy, regeneration 3, scent, unusual curse
Saves: Fort +10, Ref +8, Will +3
Abilities: Str 23, Dex 19, Con 18, Int 10, Wis 11, Cha 8
Skills: Balance +11, Climb +14, Handle Animal +3, Hide +9*, Jump +18, Listen +6, Move Silently +10, Spot +6, Swim +13
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B), Weapon Finesse (B), Weapon Focus (bite)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

A great black panther, lithe and powerful.

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

Combat
Werepanthers can regenerate in humanoid and panther form, so have little fear of charging into melee even when they are outnumbered. Their Combat Reflexes helps them make attacks of opportunity against multiple opponents. In humanoid form they use normal warrior tactics, while in panther form they fight like the animal they seem to be.

Alternate Form (Su): A werepanther can assume the form of a black panther.

Improved Grab (Ex): To use this ability, a werepanther in panther 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 can rake.

Panther Empathy (Ex): Communicate with any great cat (lions, jaguars, tigers, et cetera), and +4 racial bonus on Charisma-based checks against great cats.

Pounce (Ex): If a werepanther in panther form charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +10 melee, damage 1d3+3.

Regeneration (Ex): Silver weapons deal normal damage to a werepanther.

Unusual Curse (Su): A werepanther's curse of lycanthropy does not follow the normal rules for either a natural or afflicted lycanthrope. Each werepanther has a specific curse, which causes him to involuntarily change into animal form when triggered - the werepanther cannot prevent this transformation using a Control Shape check. Examples of possible curse triggers are given below. Involuntary transformations have a duration of 1d12 hours.

Werepanthers do not involuntarily transform to animal form under the full moon (unless that's listed as a curse trigger).

If a werepanther is aware of the conditions of his curse, he may choose to deliberately break them to trigger an involuntary transformation.

A werepanther may involuntarily transform if injured, using the normal rules for an afflicted lycanthrope (e.g. he must succeed at a Control Shape check each time his hit points are reduced by one-quarter or assume animal form.)

A werepanther can voluntarily change to animal form with a DC 25 Control Shape check.

As with other lycanthropes, a werepanther who is unaware of his condition acts as a panther under the control of the DM; a werepanther that is aware of his conditions retains control of his actions when transformed, and may make Control Shape checks to voluntarily return to humanoid form. The Control Shape check is DC 25 if the curse's triggering condition(s) are still present, and DC 20 if they are not.

In most cases, a werepanther's curse does not spread like a disease via its bite. It may be unique to an individual, carried down the bloodline of a cursed ancestor, passed on to whoever next claims a cursed object, or transmitted to whoever's "closest" to the werepanther when he dies.

EXAMPLE CURSE TRIGGERS

  • Hearing the scream of a panther
  • Smelling the blood of a particular type of creature (e.g. elf, deer, any humanoid who isn't a goblin)
  • The anniversary of a particular event
  • Being frightened or panicked
  • Failing a save against a particular type of magic, including willingly failing a save (e.g. healing conjurations like cure wounds, harmless transmutations like bull's strength)
  • Performing a service for payment (or without payment)
  • Accepting a service without payment/barter (such as healing magic from a cleric)
  • Eating a certain type of food/Failing to eat a certain type of food each day
  • Taking a specific type of ability damage
  • Having to make a Constitution check to avoid taking nonlethal damage from starvation.

Skills: In panther form, werepanthers have a +6 racial bonus on Balance, Jump and Swim checks plus a +4 racial bonus on Hide and Move Silently checks. It also has a +8 racial bonus on Climb checks in panther form and can always choose to take 10 on a Climb check, even if rushed or threatened.

*In areas of tall grass or heavy undergrowth, the Hide bonus of a werepanther in animal form improves to +8.

Originally appeared in FR7 - Hall of Heroes (1989).
 
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