Arachu
2009-07-02, 01:52 PM
Hey all,
Joke monsters. We've all seen them. We've all thought of them. Well, here's a place to put 'em! :smallcool:
This thread is for ridiculous, silly, or just plain over-the-top creatures. It is suggested you actually create a functioning hombrew for it (so it can be used :smallsmile:), but it is also allowed (nay, advocated!) to slip in little jokes as you go. It'll be fun. We promise.
Oh, and as I'm about to demonstrate, it is allowed to take something similar to something established, such as a template that already exists or a type that already exists, so long as it's used in a way you would never consider seriously (like a half-dragon ooze template, for example).
I shall begin with a creature I should've finished a month ago :smalltongue:
Zohm sprinted through the jungle, as fast as his short Dwarven legs could carry him. He could hear the taunting whoops of the creature chasing him. There was a kind of dread about the shrieking voice, but he couldn’t pin it down (though he never attempted to).
Zohm dove into a nearby cave, and raised his hammer high.
All was quiet (no, silent!) for several minutes.
And then, with a terrifying “SHRIIIEEEK!!!” the gnarled, mangled face of Death itself jumped at him!
It was… The dreaded Weremonkey!!!
Weremonkey
A weremonkey is a type of lycanthrope, and as such, it counts as either an acquired template, or a more potent inherited template. It can be applied to any living, humanoid creature of Diminutive, Tiny, or Small size (hereafter referred to as the base creature). Becoming a weremonkey is like multiclassing as a monkey.
Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The base creature takes on some of the characteristics of a monkey, such as short fur and a long face. They are also likely to shriek in a very annoying manner when frightened. Disturbingly, weremonkeys have a certain tendency to… Well, it involves throwing something that should never be touched. Ever.
Hit Dice: Hit Dice are the same as the base creature + 1D8.
Speed: Same as the base creature while in humanoid form. 30 ft (6 squares) while in monkey form (with 30ft. per round climb speed in monkey form). Hybrids use the base creature’s speed.
Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal, as monkeys have no natural armor.
Base Attack/Grapple: +0 base attack bonus. +0/-12 in monkey form.
Attacks: Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.
A weremonkey in hybrid form can bite once for 1D4 damage and claw twice for 1D3 damage each. They typically opt to use the weapon(s) that the base creature uses, because they get annoyed when their target dies of an infection in the middle of the fight (it takes so long, they get infections in the first bites (ba-dum-pum!)).
Special Attacks: A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A lycanthrope’s hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
In monkey form, the weremonkey has no special attacks. Oddly, this seems to help in combat, because it ****** them off so badly that they punch things even harder.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
Alternate Form (Su): A weremonkey can shift into the shape of a monkey as a full-round action as though it were doing so with a Polymorph spell (well, maaaaybe Baleful Polymorph). Its equipment is not affected, so heavy armor is discouraged in order to prevent becoming trapped in it. The weremonkey does not regain hit points by alternating its form. It can also morph into a hybrid form… That is completely different from its monkey form (we swear).
In monkey form, ability scores alter in this way;
STR: -4, DEX: +2, CON: +0
A dead weremonkey returns to its humanoid form (well, its more humanoid form). Somehow, however, severed body parts continue to resemble a monkey’s.
Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Damage Reduction (Ex): An afflicted weremonkey in animal or hybrid form has damage reduction 5/silver. A natural weremonkey in animal or hybrid form has damage reduction 10/silver.
Lycanthropic Empathy (Ex): In any form, weremonkeys can communicate and empathize with normal or dire monkeys (arguably, one and the same). This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Low-Light Vision (Ex): A weremonkey has low-light vision in any form, despite the fact that monkeys aren’t nocturnal.
Scent (Ex): Weremonkeys have the Scent (ability) in any given form.
Skills: A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.
Feats: A weremonkey gains Iron Will as a bonus feat. It also gains Weapon Finesse, but it can’t use it if it doesn’t meet the prerequisites. If the base creature already had Weapon Finesse, just ignore this portion as though I never typed it.
Environment: Warm Forests, near the Base Creature’s home, the bowels of Hell…
Organization: Solitary or pair, sometimes family (3–4), pack (6–10), or troupe (4+5 monkeys)
Treasure: Standard
Alignment: Always pure Chaotic Evil. Even in humanoid form. Even for Aasimar. Always.
… Okay, so some are Lawful, or Good, or whatever…
LYCANTHROPY AS AN AFFLICTION
When a character contracts lycanthropy through a lycanthrope’s bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.
A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.
Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.
Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to animal or hybrid form ruins the character’s armor and clothing (including any items worn) if the new form is larger than the character’s natural form; carried items are simply dropped. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds on a DC 15 Fortitude save. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
LYCANTHROPES AS CHARACTERS
Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.
Lycanthrope characters possess the following racial traits.
— +2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms.
—Size same as the base creature or the base animal form.
—Low-light vision in any form.
—Scent in any form.
—Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.
—Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
—Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat.
— +2 natural armor bonus in any form.
—Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only).
—Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only).
—Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only).
—Automatic Languages: As base creature.
—Favored Class: Same as the base creature.
—Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural).
CONTROL SHAPE (WIS)
Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.
Check (Involuntary Change): An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.
Involuntary Change Control Shape DC
Resist involuntary change 25
On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character aware of his condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn.
Retry (Involuntary Change): Check to resist an involuntary change once each time a triggering event occurs.
Check (Voluntary Change): In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.
Involuntary Change Control Shape DC
Return to humanoid form (full moon*) 25
Return to humanoid form (not full moon) 20
Assume hybrid form 15
Voluntary change to animal form (full moon) 15
Voluntary change to animal form (not full moon) 20
* For game purposes, the full moon lasts three days every month.
Retry (Voluntary Change): A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.
Special: An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition (see Lycanthropy as an Affliction).
Joke monsters. We've all seen them. We've all thought of them. Well, here's a place to put 'em! :smallcool:
This thread is for ridiculous, silly, or just plain over-the-top creatures. It is suggested you actually create a functioning hombrew for it (so it can be used :smallsmile:), but it is also allowed (nay, advocated!) to slip in little jokes as you go. It'll be fun. We promise.
Oh, and as I'm about to demonstrate, it is allowed to take something similar to something established, such as a template that already exists or a type that already exists, so long as it's used in a way you would never consider seriously (like a half-dragon ooze template, for example).
I shall begin with a creature I should've finished a month ago :smalltongue:
Zohm sprinted through the jungle, as fast as his short Dwarven legs could carry him. He could hear the taunting whoops of the creature chasing him. There was a kind of dread about the shrieking voice, but he couldn’t pin it down (though he never attempted to).
Zohm dove into a nearby cave, and raised his hammer high.
All was quiet (no, silent!) for several minutes.
And then, with a terrifying “SHRIIIEEEK!!!” the gnarled, mangled face of Death itself jumped at him!
It was… The dreaded Weremonkey!!!
Weremonkey
A weremonkey is a type of lycanthrope, and as such, it counts as either an acquired template, or a more potent inherited template. It can be applied to any living, humanoid creature of Diminutive, Tiny, or Small size (hereafter referred to as the base creature). Becoming a weremonkey is like multiclassing as a monkey.
Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The base creature takes on some of the characteristics of a monkey, such as short fur and a long face. They are also likely to shriek in a very annoying manner when frightened. Disturbingly, weremonkeys have a certain tendency to… Well, it involves throwing something that should never be touched. Ever.
Hit Dice: Hit Dice are the same as the base creature + 1D8.
Speed: Same as the base creature while in humanoid form. 30 ft (6 squares) while in monkey form (with 30ft. per round climb speed in monkey form). Hybrids use the base creature’s speed.
Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal, as monkeys have no natural armor.
Base Attack/Grapple: +0 base attack bonus. +0/-12 in monkey form.
Attacks: Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.
A weremonkey in hybrid form can bite once for 1D4 damage and claw twice for 1D3 damage each. They typically opt to use the weapon(s) that the base creature uses, because they get annoyed when their target dies of an infection in the middle of the fight (it takes so long, they get infections in the first bites (ba-dum-pum!)).
Special Attacks: A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A lycanthrope’s hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
In monkey form, the weremonkey has no special attacks. Oddly, this seems to help in combat, because it ****** them off so badly that they punch things even harder.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
Alternate Form (Su): A weremonkey can shift into the shape of a monkey as a full-round action as though it were doing so with a Polymorph spell (well, maaaaybe Baleful Polymorph). Its equipment is not affected, so heavy armor is discouraged in order to prevent becoming trapped in it. The weremonkey does not regain hit points by alternating its form. It can also morph into a hybrid form… That is completely different from its monkey form (we swear).
In monkey form, ability scores alter in this way;
STR: -4, DEX: +2, CON: +0
A dead weremonkey returns to its humanoid form (well, its more humanoid form). Somehow, however, severed body parts continue to resemble a monkey’s.
Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Damage Reduction (Ex): An afflicted weremonkey in animal or hybrid form has damage reduction 5/silver. A natural weremonkey in animal or hybrid form has damage reduction 10/silver.
Lycanthropic Empathy (Ex): In any form, weremonkeys can communicate and empathize with normal or dire monkeys (arguably, one and the same). This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Low-Light Vision (Ex): A weremonkey has low-light vision in any form, despite the fact that monkeys aren’t nocturnal.
Scent (Ex): Weremonkeys have the Scent (ability) in any given form.
Skills: A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.
Feats: A weremonkey gains Iron Will as a bonus feat. It also gains Weapon Finesse, but it can’t use it if it doesn’t meet the prerequisites. If the base creature already had Weapon Finesse, just ignore this portion as though I never typed it.
Environment: Warm Forests, near the Base Creature’s home, the bowels of Hell…
Organization: Solitary or pair, sometimes family (3–4), pack (6–10), or troupe (4+5 monkeys)
Treasure: Standard
Alignment: Always pure Chaotic Evil. Even in humanoid form. Even for Aasimar. Always.
… Okay, so some are Lawful, or Good, or whatever…
LYCANTHROPY AS AN AFFLICTION
When a character contracts lycanthropy through a lycanthrope’s bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.
A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.
Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.
Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to animal or hybrid form ruins the character’s armor and clothing (including any items worn) if the new form is larger than the character’s natural form; carried items are simply dropped. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds on a DC 15 Fortitude save. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.
LYCANTHROPES AS CHARACTERS
Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.
Lycanthrope characters possess the following racial traits.
— +2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms.
—Size same as the base creature or the base animal form.
—Low-light vision in any form.
—Scent in any form.
—Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.
—Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
—Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat.
— +2 natural armor bonus in any form.
—Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only).
—Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only).
—Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only).
—Automatic Languages: As base creature.
—Favored Class: Same as the base creature.
—Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural).
CONTROL SHAPE (WIS)
Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.
Check (Involuntary Change): An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.
Involuntary Change Control Shape DC
Resist involuntary change 25
On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character aware of his condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn.
Retry (Involuntary Change): Check to resist an involuntary change once each time a triggering event occurs.
Check (Voluntary Change): In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.
Involuntary Change Control Shape DC
Return to humanoid form (full moon*) 25
Return to humanoid form (not full moon) 20
Assume hybrid form 15
Voluntary change to animal form (full moon) 15
Voluntary change to animal form (not full moon) 20
* For game purposes, the full moon lasts three days every month.
Retry (Voluntary Change): A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.
Special: An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition (see Lycanthropy as an Affliction).