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Special Conversion Thread: Lycanthropes and their ilk
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<blockquote data-quote="Cleon" data-source="post: 6411858" data-attributes="member: 57383"><p><strong>Werepanther Working Draft</strong></p><p></p><p><strong><span style="font-size: 15px"><span style="font-size: 18px">Lycanthrope, Werepanther</span></span></strong></p><p><strong><span style="font-size: 15px"></span></strong></p><p><strong><span style="font-size: 15px">Werepanther, Human Form</span></strong></p><p>Medium Humanoid (Human, Shapechanger)</p><p>Hit Dice: 1d8+2 plus 5d8+20 (49 hp)</p><p>Initiative: +4</p><p>Speed: 30 ft. (6 squares)</p><p>Armor Class: 15 (+3 studded leather armor, +2 natural), touch 10, flat-footed 15</p><p>Base Attack/Grapple: +4/+5</p><p>Attack: Spear +5 melee (1d8+1/×3) or spear +4 ranged (1d8+1/×3)</p><p>Full Attack: Spear +5 melee (1d8+1/×3) or spear +4 ranged (1d8+1/×3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: —</p><p>Special Qualities: Alternate form, panther empathy, low-light vision, regeneration 3, scent, unusual curse</p><p>Saves: Fort +8, Ref +4, Will +3</p><p>Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 11, Cha 8</p><p>Skills: Balance +1, Climb +1, Handle Animal +3, Hide +1, Jump +3, Listen +6, Move Silently +2, Spot +6, Swim +2</p><p>Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B), Weapon Finesse (B), Weapon Focus (bite)</p><p>Environment: Warm forests</p><p>Organization: Solitary or family (2-4)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +3</p><p></p><p><em>A ruggedly muscular warrior</em>.</p><p></p><p><span style="font-size: 15px"> <strong>Werepanther, Panther Form</strong></span></p><p>Medium Humanoid (Human, Shapechanger)</p><p>Hit Dice: 1d8+2 plus 5d8+20 (49 hp)</p><p>Initiative: +8</p><p>Speed: 40 ft. (8 squares), climb 20 ft.</p><p>Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14</p><p>Base Attack/Grapple: +4/+10</p><p>Attack: Bite +11 melee (1d8+6)</p><p>Full Attack: Bite +11 melee (1d8+6) and 2 claws +8 melee (1d3+3)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Improved grab, pounce, rake 1d3+3</p><p>Special Qualities: Alternate form, damage reduction 10/silver, low-light vision, panther empathy, regeneration 3, scent, unusual curse</p><p>Saves: Fort +10, Ref +8, Will +3</p><p>Abilities: Str 23, Dex 19, Con 18, Int 10, Wis 11, Cha 8</p><p>Skills: Balance +11, Climb +14, Handle Animal +3, Hide +9*, Jump +18, Listen +6, Move Silently +10, Spot +6, Swim +13</p><p>Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B), Weapon Finesse (B), Weapon Focus (bite)</p><p>Environment: Warm forests</p><p>Organization: Solitary or family (2-4)</p><p>Challenge Rating: 6</p><p>Treasure: Standard</p><p>Alignment: Always neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +3</p><p></p><p><em>A great black panther, lithe and powerful</em>.</p><p></p><p>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.</p><p></p><p><span style="font-size: 12px"><strong> Combat</strong></span></p><p>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.</p><p></p><p><strong> Alternate Form (Su):</strong> A werepanther can assume the form of a black panther.</p><p></p><p><strong>Improved Grab (Ex):</strong> 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.</p><p></p><p><strong>Panther Empathy (Ex):</strong> Communicate with any great cat (lions, jaguars, tigers, et cetera), and +4 racial bonus on Charisma-based checks against great cats.</p><p></p><p><strong> Pounce (Ex):</strong> If a werepanther in panther form charges a foe, it can make a full attack, including two rake attacks.</p><p></p><p><strong> Rake (Ex):</strong> Attack bonus +10 melee, damage 1d3+3.</p><p></p><p><strong>Regeneration (Ex):</strong> Silver weapons deal normal damage to a werepanther.</p><p></p><p><strong>Unusual Curse (Su):</strong> 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.</p><p></p><p>Werepanthers do not involuntarily transform to animal form under the full moon (unless that's listed as a curse trigger). </p><p></p><p>If a werepanther is aware of the conditions of his curse, he may choose to deliberately break them to trigger an involuntary transformation.</p><p></p><p>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.)</p><p></p><p>A werepanther can voluntarily change to animal form with a DC 25 Control Shape check.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>EXAMPLE CURSE TRIGGERS</p><p></p><ul> <li data-xf-list-type="ul">Hearing the scream of a panther </li> <li data-xf-list-type="ul">Smelling the blood of a particular type of creature (e.g. elf, deer, any humanoid who isn't a goblin) </li> <li data-xf-list-type="ul">The anniversary of a particular event </li> <li data-xf-list-type="ul">Being frightened or panicked </li> <li data-xf-list-type="ul">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) </li> <li data-xf-list-type="ul">Performing a service for payment (or without payment) </li> <li data-xf-list-type="ul">Accepting a service without payment/barter (such as healing magic from a cleric) </li> <li data-xf-list-type="ul">Eating a certain type of food/Failing to eat a certain type of food each day </li> <li data-xf-list-type="ul">Taking a specific type of ability damage </li> <li data-xf-list-type="ul">Having to make a Constitution check to avoid taking nonlethal damage from starvation. </li> </ul><p></p><p><strong> Skills:</strong> 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.</p><p></p><p>*In areas of tall grass or heavy undergrowth, the Hide bonus of a werepanther in animal form improves to +8.</p><p></p><p><em>Originally appeared in FR7 - Hall of Heroes (1989)</em>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6411858, member: 57383"] [b]Werepanther Working Draft[/b] [B][SIZE=4][SIZE=5]Lycanthrope, Werepanther[/SIZE] [/SIZE] [SIZE=4]Werepanther, Human Form[/SIZE][/B] 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 [I]A ruggedly muscular warrior[/I]. [SIZE=4] [B]Werepanther, Panther Form[/B][/SIZE] 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 [I]A great black panther, lithe and powerful[/I]. 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. [SIZE=3][B] Combat[/B][/SIZE] 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. [B] Alternate Form (Su):[/B] A werepanther can assume the form of a black panther. [B]Improved Grab (Ex):[/B] 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. [B]Panther Empathy (Ex):[/B] Communicate with any great cat (lions, jaguars, tigers, et cetera), and +4 racial bonus on Charisma-based checks against great cats. [B] Pounce (Ex):[/B] If a werepanther in panther form charges a foe, it can make a full attack, including two rake attacks. [B] Rake (Ex):[/B] Attack bonus +10 melee, damage 1d3+3. [B]Regeneration (Ex):[/B] Silver weapons deal normal damage to a werepanther. [B]Unusual Curse (Su):[/B] 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 [LIST] [*]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. [/LIST] [B] Skills:[/B] 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. [I]Originally appeared in FR7 - Hall of Heroes (1989)[/I]. [/QUOTE]
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