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Special Conversion Thread: Lycanthropes and their ilk
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<blockquote data-quote="Cleon" data-source="post: 6285458" data-attributes="member: 57383"><p>So, basically the AD&D Wererat Lord is a natural lycanthrope Wererat with better mental abilities (Int 13-18 instead of 11-12), unlimited class advancement and a longer lifespan (up to 200 years), whose "clan leaders" are able to summon packs of giant rats and control all wererats infected by them (and their form of Lycanthropy is more virulent, with double the standard infection chance).</p><p></p><p>They are also Chaotic Evil and prey off Lawful Evil standard Wererats "like cuckoos".</p><p></p><p>For the sake of this conversion, I suggest we make all Wererat Lords have the summoning power and the ability to dominate wererats - they are called "Lords" after all.</p><p></p><p>I believe I already mentioned I'd give them Damage Reduction in all their forms, since (a) that's a common feature of other "Lycanthrope Lord" monsters and (b) it doesn't <em>explicitly</em> say their "hit only by silver or magic" only applies in animal or hybrid form.</p><p></p><p>I also fancied giving them the ability to <em>summon wererats</em> like a high-level greater wererat in <em>PC4 Night Howlers</em> can. We could restrict this ability to a "clan leader", since a PC4 had to advance five levels above "Normal Monster" to gain that ability.</p><p></p><p>For the stats, I suggest taking a Greater Wererat and adding a few ability increases - +2 Int and +2 Cha seems a minimum - then modifying the Greater Wererats special abilities.</p><p></p><p>Since they're "capable of much more than ordinary wererats" I suggest most of them are elite NPCs with levels in adventuring classes. I'd use a 1st level rogue for the "ordinary wererat lord" and a rogue/wizard for the "clan leader".</p><p></p><p>Should be pretty straightforward to write up.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6285458, member: 57383"] So, basically the AD&D Wererat Lord is a natural lycanthrope Wererat with better mental abilities (Int 13-18 instead of 11-12), unlimited class advancement and a longer lifespan (up to 200 years), whose "clan leaders" are able to summon packs of giant rats and control all wererats infected by them (and their form of Lycanthropy is more virulent, with double the standard infection chance). They are also Chaotic Evil and prey off Lawful Evil standard Wererats "like cuckoos". For the sake of this conversion, I suggest we make all Wererat Lords have the summoning power and the ability to dominate wererats - they are called "Lords" after all. I believe I already mentioned I'd give them Damage Reduction in all their forms, since (a) that's a common feature of other "Lycanthrope Lord" monsters and (b) it doesn't [I]explicitly[/I] say their "hit only by silver or magic" only applies in animal or hybrid form. I also fancied giving them the ability to [I]summon wererats[/I] like a high-level greater wererat in [I]PC4 Night Howlers[/I] can. We could restrict this ability to a "clan leader", since a PC4 had to advance five levels above "Normal Monster" to gain that ability. For the stats, I suggest taking a Greater Wererat and adding a few ability increases - +2 Int and +2 Cha seems a minimum - then modifying the Greater Wererats special abilities. Since they're "capable of much more than ordinary wererats" I suggest most of them are elite NPCs with levels in adventuring classes. I'd use a 1st level rogue for the "ordinary wererat lord" and a rogue/wizard for the "clan leader". Should be pretty straightforward to write up. [/QUOTE]
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