Absol197
2012-08-19, 06:14 PM
I wrote this template up a while ago, and I decided to share it.
I love werewolves as monsters, but I always thought that the normal ones presented in the Monster Manual/Bestiary were lacking.
As a fan of the Dresden Files, I loved the loup-garou attack scenes, and it seemed to me like that's how a werewolf should be: a giant, unstoppable fiendish wolf-beast. So, I made this template, based off of that creature, with a couple of other additions I liked. Enjoy!
LOUP-GAROU
Loup-Garou, human commoner* 1
Human Form
N Medium humanoid
Init +1; Senses low-light vision, scent; Perception +3
DEFENSE
AC 13, touch 11, flat-footed 12; (+1 Dex, +2 natural)
hp 13 (1d6+10)
Fort +0, Ref +1, Will +5
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+3)
Special Attacks feral form
STATISTICS
Str 15, Dex 13, Con 10, Int 9, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 13
Feats Animal Affinity, Iron Will (B), Skill Focus (Profession [farmer]) (B)
Skills Acrobatics +7, Climb +8, Handle Animal +9, Profession (farmer) +7, Ride +7, Survival +7; Racial Modifiers +6 Acrobatics, +6 Climb, +4 Handle Animal, +4 Survival
SQ Wild Empathy +4 (+8 canines)
Languages Common
SPECIAL ABILITIES
Feral Form (Su) A loup-garou can harness a part of the fell energy that flows through him, taking on a vestige of the fiendish form he assumes every full moon. This form is taller and vaguely wolf-like, and the loup-garou takes a –8 penalty on Disguise checks to hide his feral appearance. While in this form, he gains a +2 racial bonus to Strength, and 2 claw attacks that deal 1d4 points of damage each. A loup-garou can assume feral form for a number of rounds per day equal to 12 + twice his Constitution modifier.
Wolf Form
CE Large aberration (augmented humanoid, shapechanger)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +20
DEFENSE
AC 28, touch 14, flat-footed 23; (–1 size, +5 Dex, +14 natural)
hp 112 (1d6+6d8+82); regeneration 15 (silver)
Fort +11, Ref +7, Will +11
DR 5/good; Immune acid, ability damage, energy drain, mind-affecting; Resist cold 10, fire 10; SR 18
OFFENSE
Speed 60 ft.
Melee bite +19 (2d6+15 plus 1d6 acid plus trip), 2 claws +18 (1d8+15)
Melee (PA) bite +17 (2d6+19 plus 1d6 acid plus trip), 2 claws +16 (1d8+19)
Special Attacks savage (2d6+22), smite good, terrifying howl (DC 22), trip
STATISTICS
Str 41, Dex 21, Con 28, Int 14, Wis 18, Cha 8
Base Atk +4; CMB +20; CMD 35 (39 vs. trip)
Feats Animal Affinity, Improved Natural Attack (bite, claw) (B), Iron Will (B), Power Attack, Run, Skill Focus (Perception, Profession [farmer]) (B), Weapon Focus (bite)
Skills Acrobatics +20 (+32 jumping), Climb +30, Handle Animal +9, Intimidate +8, Perception +20, Profession (farmer) +7, Ride +11, Stealth +14, Survival +17; Racial Modifiers +6 Acrobatics, +6 Climb, +4 Handle Animal, +4 Perception, +4 Stealth, +4 Survival (+8 tracking by scent)
SQ rapid healing, Wild Empathy +10 (+14 canines)
Languages Common
SPECIAL ABILITIES
Rapid Healing (Ex) When it changes to and from its monstrous form, the loup-garou heals 48 hit points of damage.
Savage (Ex) This special attack functions like rend, except it functions whenever the loup-garou attacks a prone, stunned, or otherwise helpless creature with its bite attack. This bite attack gains a threat range of 18–20/x3, and deals an additional 2d6+22 damage. A loup-garou cannot perform a coup de grace at the same time that it savages.
Terrifying Howl (Su) As a standard action, a loup-garou can loose an eerie howl that strikes fear into the hearts of those who hear it. The howl can be hear clearly for miles, and any creatures within 1 mile per point of the loup-garou’s Constitution modifier (minimum 1 mile) must succeed on a Will save (DC 22) or become shaken. To those within 120 feet, the howl functions as a frightful presence effect. A creature that saves against the distant effect is immune to that effect, but can still be affected by hearing the howl up close; a creature that saves against the howl up close is immune to that loup-garou’s howl for 24 hours.
This howl has an unusual effect on dogs, wolves, and other canines who hear it. They change—gaining the fiendish template—and attack all creatures nearby, and then attempt to seek out the loup-garou, becoming part of its pack and hunting with it until the sun rises and it turns back into its humanoid form. Normal canines receive no save against this effect, but supernatural or otherwise exceptional canines (such as animal companions or blink dogs) do receive a Will save. The save DC is Constitution-based.
Loup-Garou Template
At its most basic, a loup-garou is a form of werewolf. However, the curse that creates a loup-garou is much more potent. The beast that it creates is an unstoppable killing machine, and a single loup-garou can destroy an entire town during the course of a single full moon.
Unlike typical lycanthropes, there are no natural loup-garou, and a loup-garou can never gain full control over its transformation. Even the most evil of creatures, hoping to use the beast’s power, can only consciously direct a small portion of it.
The loup-garou template is an acquired template that can be added to any corporeal humanoid or giant of Medium to Huge size, hereafter referred to as the base creature. The template gives several benefits to the base creature, and when it transforms into the beast, it gains several more.
The following changes always apply to the base creature:
Senses: The base creature gains low-light vision if it did not already have it, as well as the scent ability.
Armor Class: The base creature’s natural armor bonus increases by +2.
Special Attacks: The base creature retains all of its special attacks, and gains the following special attack:
Feral Form (Su): A loup-garou can harness a part of the fell energy that flows through him, taking on a vestige of the fiendish form he assumes every full moon. This form is taller and vaguely wolf-like, and the loup-garou takes a –8 penalty on Disguise checks to hide his feral appearance. While in this form, he gains a +2 racial bonus to Strength, and 2 claw attacks that deal 1d4 points of damage each. A loup-garou can assume feral form as a free action for a number of rounds per day equal to 12 + twice his Constitution bonus. These rounds do not need to be consecutive.
Abilities: +2 Str, +2 Dex, +4 Wis, –2 Cha.
Feats: The base creature gains Iron Will as a bonus feat.
Skills: The base creature gains a +6 racial bonus to Acrobatics and Climb checks, and a +4 racial bonus to Handle Animal and Survival checks.
Special Qualities: The base creature retains all its special qualities, and gains the following special quality:
Wild Empathy (Ex): This functions as the druid class feature, but uses the loup-garou’s Hit Dice for its druid level. The loup-garou gains a +4 racial bonus on Wild Empathy checks, and an additional +4 bonus when making them with respect to canines, such as dogs and wolves.
During the three nights of the full moon, the loup-garou transforms into a hideous, wolf-like beast. The following changes occur during this transformation. If the base creature is Large or Huge size, shift its ability scores and natural armor bonus down to Medium before the adjustments for this template. Any changes here are in addition to those that apply while the loup-garou is in humanoid or giant form.
Size and Type: The loup-garou becomes Large size. Its type changes to aberration, and it gains the augmented and shapechanger subtypes. Do not recalculate base attack bonus, skill points, or saving throws.
Senses: The loup-garou gains darkvision out to 60 feet, if it did not have it already.
Armor Class: The loup-garou’s natural armor bonus increases by +12.
Hit Dice: The loup-garou adds 6d8 Hit Dice from its aberration levels.
Saves: The loup-garou’s aberration levels increase its saves as follows: Fort +2, Ref +2, Will +5.
Defensive Abilities: The loup-garou retains all its defensive abilities, and gains the following Defensive abilities:
—Damage Reduction (Su): The loup-garou gains DR 5/good if its total Hit Dice are 11 or less, or DR 10/good if its total Hit Dice are 12 or more.
—Immunity to acid, ability damage, energy drain, and mind-affecting effects.
—Regeneration 15, overcome by silvered weapons.
—Resistance to cold 10 and fire 10.
—Spell resistance equal to 11 + the loup-garou’s Hit Dice.
Speed: The loup-garou’s base land speed becomes 60 feet. It loses any other modes of movement the base creature might possess.
Attacks: A loup-garou has a bite attack and 2 claw attacks. The bite deals 1d8 points of damage, and the claws deal 1d6 points of damage.
Special Attacks: the loup-garou retains all the special attacks of the base creature except for feral form. While in its bestial form, a loup-garou cannot access any spellcasting or spell-like abilities possessed by the base creature. It gains the following special attacks:
Acidic Bite (Ex): A loup-garou’s bite attack deals 1d6 additional acid damage per 4 Hit Dice the loup-garou possesses.
Savage (Ex): This special attack functions like rend, except it functions whenever the loup-garou attacks a prone, stunned, or otherwise helpless creature with its bite attack. This bite attack gains a threat range of 18–20/x3, and deals additional damage equal to the loup-garou's bite damage plus 1-1/2 its Strength modifier. A loup-garou cannot perform a coup de grace at the same time that it savages.
Terrifying Howl (Su): As a standard action, a loup-garou can loose an eerie howl that strikes fear into the hearts of those who hear it. The howl can be hear clearly for miles, and any creatures within 1 mile per point of the loup-garou’s Constitution modifier (minimum 1 mile) must succeed on a Will save (DC 10 +1/2 the loup-garou’s Hit Dice + the loup-garou’s Constitution modifier) or become shaken. To those within 120 feet, the howl functions as a frightful presence effect. A creature that saves against the distant effect is immune to that effect, but can still be affected by hearing the howl up close; a creature that saves against the howl up close is immune to that loup-garou’s howl for 24 hours.
This howl has an unusual effect on dogs, wolves, and other canines who hear it. They change, gaining the fiendish template, and attack all creatures nearby, and then attempt to seek out the loup-garou, becoming part of its pack and hunting with it until the sun rises and it turns back into its humanoid form. Normal canines receive no save against this effect, but supernatural or otherwise exceptional canines (such as animal companions) do receive a Will save. The save DC is Constitution-based.
Trip (Ex): When the loup-garou hits with its bite attack, it may immediately attempt a trip combat maneuver as a free action.
Abilities: +26 Str, +8 Dex, +18 Con, Int 14, +2 Wis. While the loup-garou is intelligent and has access to all the base creatures abilities, it is a different mind that controls its actions, not the base creature’s. Because of this, any forms of mental control that the base creature is under are subsumed by the transformation, but return after it ends.
Base Attack: The loup-garou’s base attack bonus increases by +4 by virtue of its aberration levels.
Feats: The loup-garou gains Improved Natural Attack (bite), Improved Natural Attack (claw), and Skill Focus (Perception) as bonus feats. It also gains Power Attack, Run, and Weapon Focus (bite) by virtue of its aberration levels.
Skills: The loup-garou gains a +4 racial bonus on Perception and Stealth checks, and a +4 racial bonus to Survival when tracking by scent. The loup-garou also gains 6 ranks in Acrobatics, Climb, Intimidate, Perception, Stealth, and Survival, due to its aberration levels. All these skill are class skills for the loup-garou in beast form.
Special Qualities: The loup-garou retains all special qualities of the base creature, and gains the following special quality:
Rapid Healing (Ex): When it changes to and from its beast shape, the loup-garou heals a number of hit points of damage equal to (Hit Dice + Con modifier) x 3.
So, comments, questions, critiques are welcome! Enjoy!
EDIT: As you can probably tell by the skills, I stated this up for Pathfinder, but it would be pretty easy to port over to 3.5. The one thing I've left out (as I always seem to) is the CR, because I'm terrible at determining CRs. Where would you put this template's CR adjustment at? I'm pretty sure it wouldn't have a Level Adjustment, cause it has a pretty crippling drawback.
I love werewolves as monsters, but I always thought that the normal ones presented in the Monster Manual/Bestiary were lacking.
As a fan of the Dresden Files, I loved the loup-garou attack scenes, and it seemed to me like that's how a werewolf should be: a giant, unstoppable fiendish wolf-beast. So, I made this template, based off of that creature, with a couple of other additions I liked. Enjoy!
LOUP-GAROU
Loup-Garou, human commoner* 1
Human Form
N Medium humanoid
Init +1; Senses low-light vision, scent; Perception +3
DEFENSE
AC 13, touch 11, flat-footed 12; (+1 Dex, +2 natural)
hp 13 (1d6+10)
Fort +0, Ref +1, Will +5
OFFENSE
Speed 30 ft.
Melee club +2 (1d6+3)
Special Attacks feral form
STATISTICS
Str 15, Dex 13, Con 10, Int 9, Wis 16, Cha 8
Base Atk +0; CMB +2; CMD 13
Feats Animal Affinity, Iron Will (B), Skill Focus (Profession [farmer]) (B)
Skills Acrobatics +7, Climb +8, Handle Animal +9, Profession (farmer) +7, Ride +7, Survival +7; Racial Modifiers +6 Acrobatics, +6 Climb, +4 Handle Animal, +4 Survival
SQ Wild Empathy +4 (+8 canines)
Languages Common
SPECIAL ABILITIES
Feral Form (Su) A loup-garou can harness a part of the fell energy that flows through him, taking on a vestige of the fiendish form he assumes every full moon. This form is taller and vaguely wolf-like, and the loup-garou takes a –8 penalty on Disguise checks to hide his feral appearance. While in this form, he gains a +2 racial bonus to Strength, and 2 claw attacks that deal 1d4 points of damage each. A loup-garou can assume feral form for a number of rounds per day equal to 12 + twice his Constitution modifier.
Wolf Form
CE Large aberration (augmented humanoid, shapechanger)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +20
DEFENSE
AC 28, touch 14, flat-footed 23; (–1 size, +5 Dex, +14 natural)
hp 112 (1d6+6d8+82); regeneration 15 (silver)
Fort +11, Ref +7, Will +11
DR 5/good; Immune acid, ability damage, energy drain, mind-affecting; Resist cold 10, fire 10; SR 18
OFFENSE
Speed 60 ft.
Melee bite +19 (2d6+15 plus 1d6 acid plus trip), 2 claws +18 (1d8+15)
Melee (PA) bite +17 (2d6+19 plus 1d6 acid plus trip), 2 claws +16 (1d8+19)
Special Attacks savage (2d6+22), smite good, terrifying howl (DC 22), trip
STATISTICS
Str 41, Dex 21, Con 28, Int 14, Wis 18, Cha 8
Base Atk +4; CMB +20; CMD 35 (39 vs. trip)
Feats Animal Affinity, Improved Natural Attack (bite, claw) (B), Iron Will (B), Power Attack, Run, Skill Focus (Perception, Profession [farmer]) (B), Weapon Focus (bite)
Skills Acrobatics +20 (+32 jumping), Climb +30, Handle Animal +9, Intimidate +8, Perception +20, Profession (farmer) +7, Ride +11, Stealth +14, Survival +17; Racial Modifiers +6 Acrobatics, +6 Climb, +4 Handle Animal, +4 Perception, +4 Stealth, +4 Survival (+8 tracking by scent)
SQ rapid healing, Wild Empathy +10 (+14 canines)
Languages Common
SPECIAL ABILITIES
Rapid Healing (Ex) When it changes to and from its monstrous form, the loup-garou heals 48 hit points of damage.
Savage (Ex) This special attack functions like rend, except it functions whenever the loup-garou attacks a prone, stunned, or otherwise helpless creature with its bite attack. This bite attack gains a threat range of 18–20/x3, and deals an additional 2d6+22 damage. A loup-garou cannot perform a coup de grace at the same time that it savages.
Terrifying Howl (Su) As a standard action, a loup-garou can loose an eerie howl that strikes fear into the hearts of those who hear it. The howl can be hear clearly for miles, and any creatures within 1 mile per point of the loup-garou’s Constitution modifier (minimum 1 mile) must succeed on a Will save (DC 22) or become shaken. To those within 120 feet, the howl functions as a frightful presence effect. A creature that saves against the distant effect is immune to that effect, but can still be affected by hearing the howl up close; a creature that saves against the howl up close is immune to that loup-garou’s howl for 24 hours.
This howl has an unusual effect on dogs, wolves, and other canines who hear it. They change—gaining the fiendish template—and attack all creatures nearby, and then attempt to seek out the loup-garou, becoming part of its pack and hunting with it until the sun rises and it turns back into its humanoid form. Normal canines receive no save against this effect, but supernatural or otherwise exceptional canines (such as animal companions or blink dogs) do receive a Will save. The save DC is Constitution-based.
Loup-Garou Template
At its most basic, a loup-garou is a form of werewolf. However, the curse that creates a loup-garou is much more potent. The beast that it creates is an unstoppable killing machine, and a single loup-garou can destroy an entire town during the course of a single full moon.
Unlike typical lycanthropes, there are no natural loup-garou, and a loup-garou can never gain full control over its transformation. Even the most evil of creatures, hoping to use the beast’s power, can only consciously direct a small portion of it.
The loup-garou template is an acquired template that can be added to any corporeal humanoid or giant of Medium to Huge size, hereafter referred to as the base creature. The template gives several benefits to the base creature, and when it transforms into the beast, it gains several more.
The following changes always apply to the base creature:
Senses: The base creature gains low-light vision if it did not already have it, as well as the scent ability.
Armor Class: The base creature’s natural armor bonus increases by +2.
Special Attacks: The base creature retains all of its special attacks, and gains the following special attack:
Feral Form (Su): A loup-garou can harness a part of the fell energy that flows through him, taking on a vestige of the fiendish form he assumes every full moon. This form is taller and vaguely wolf-like, and the loup-garou takes a –8 penalty on Disguise checks to hide his feral appearance. While in this form, he gains a +2 racial bonus to Strength, and 2 claw attacks that deal 1d4 points of damage each. A loup-garou can assume feral form as a free action for a number of rounds per day equal to 12 + twice his Constitution bonus. These rounds do not need to be consecutive.
Abilities: +2 Str, +2 Dex, +4 Wis, –2 Cha.
Feats: The base creature gains Iron Will as a bonus feat.
Skills: The base creature gains a +6 racial bonus to Acrobatics and Climb checks, and a +4 racial bonus to Handle Animal and Survival checks.
Special Qualities: The base creature retains all its special qualities, and gains the following special quality:
Wild Empathy (Ex): This functions as the druid class feature, but uses the loup-garou’s Hit Dice for its druid level. The loup-garou gains a +4 racial bonus on Wild Empathy checks, and an additional +4 bonus when making them with respect to canines, such as dogs and wolves.
During the three nights of the full moon, the loup-garou transforms into a hideous, wolf-like beast. The following changes occur during this transformation. If the base creature is Large or Huge size, shift its ability scores and natural armor bonus down to Medium before the adjustments for this template. Any changes here are in addition to those that apply while the loup-garou is in humanoid or giant form.
Size and Type: The loup-garou becomes Large size. Its type changes to aberration, and it gains the augmented and shapechanger subtypes. Do not recalculate base attack bonus, skill points, or saving throws.
Senses: The loup-garou gains darkvision out to 60 feet, if it did not have it already.
Armor Class: The loup-garou’s natural armor bonus increases by +12.
Hit Dice: The loup-garou adds 6d8 Hit Dice from its aberration levels.
Saves: The loup-garou’s aberration levels increase its saves as follows: Fort +2, Ref +2, Will +5.
Defensive Abilities: The loup-garou retains all its defensive abilities, and gains the following Defensive abilities:
—Damage Reduction (Su): The loup-garou gains DR 5/good if its total Hit Dice are 11 or less, or DR 10/good if its total Hit Dice are 12 or more.
—Immunity to acid, ability damage, energy drain, and mind-affecting effects.
—Regeneration 15, overcome by silvered weapons.
—Resistance to cold 10 and fire 10.
—Spell resistance equal to 11 + the loup-garou’s Hit Dice.
Speed: The loup-garou’s base land speed becomes 60 feet. It loses any other modes of movement the base creature might possess.
Attacks: A loup-garou has a bite attack and 2 claw attacks. The bite deals 1d8 points of damage, and the claws deal 1d6 points of damage.
Special Attacks: the loup-garou retains all the special attacks of the base creature except for feral form. While in its bestial form, a loup-garou cannot access any spellcasting or spell-like abilities possessed by the base creature. It gains the following special attacks:
Acidic Bite (Ex): A loup-garou’s bite attack deals 1d6 additional acid damage per 4 Hit Dice the loup-garou possesses.
Savage (Ex): This special attack functions like rend, except it functions whenever the loup-garou attacks a prone, stunned, or otherwise helpless creature with its bite attack. This bite attack gains a threat range of 18–20/x3, and deals additional damage equal to the loup-garou's bite damage plus 1-1/2 its Strength modifier. A loup-garou cannot perform a coup de grace at the same time that it savages.
Terrifying Howl (Su): As a standard action, a loup-garou can loose an eerie howl that strikes fear into the hearts of those who hear it. The howl can be hear clearly for miles, and any creatures within 1 mile per point of the loup-garou’s Constitution modifier (minimum 1 mile) must succeed on a Will save (DC 10 +1/2 the loup-garou’s Hit Dice + the loup-garou’s Constitution modifier) or become shaken. To those within 120 feet, the howl functions as a frightful presence effect. A creature that saves against the distant effect is immune to that effect, but can still be affected by hearing the howl up close; a creature that saves against the howl up close is immune to that loup-garou’s howl for 24 hours.
This howl has an unusual effect on dogs, wolves, and other canines who hear it. They change, gaining the fiendish template, and attack all creatures nearby, and then attempt to seek out the loup-garou, becoming part of its pack and hunting with it until the sun rises and it turns back into its humanoid form. Normal canines receive no save against this effect, but supernatural or otherwise exceptional canines (such as animal companions) do receive a Will save. The save DC is Constitution-based.
Trip (Ex): When the loup-garou hits with its bite attack, it may immediately attempt a trip combat maneuver as a free action.
Abilities: +26 Str, +8 Dex, +18 Con, Int 14, +2 Wis. While the loup-garou is intelligent and has access to all the base creatures abilities, it is a different mind that controls its actions, not the base creature’s. Because of this, any forms of mental control that the base creature is under are subsumed by the transformation, but return after it ends.
Base Attack: The loup-garou’s base attack bonus increases by +4 by virtue of its aberration levels.
Feats: The loup-garou gains Improved Natural Attack (bite), Improved Natural Attack (claw), and Skill Focus (Perception) as bonus feats. It also gains Power Attack, Run, and Weapon Focus (bite) by virtue of its aberration levels.
Skills: The loup-garou gains a +4 racial bonus on Perception and Stealth checks, and a +4 racial bonus to Survival when tracking by scent. The loup-garou also gains 6 ranks in Acrobatics, Climb, Intimidate, Perception, Stealth, and Survival, due to its aberration levels. All these skill are class skills for the loup-garou in beast form.
Special Qualities: The loup-garou retains all special qualities of the base creature, and gains the following special quality:
Rapid Healing (Ex): When it changes to and from its beast shape, the loup-garou heals a number of hit points of damage equal to (Hit Dice + Con modifier) x 3.
So, comments, questions, critiques are welcome! Enjoy!
EDIT: As you can probably tell by the skills, I stated this up for Pathfinder, but it would be pretty easy to port over to 3.5. The one thing I've left out (as I always seem to) is the CR, because I'm terrible at determining CRs. Where would you put this template's CR adjustment at? I'm pretty sure it wouldn't have a Level Adjustment, cause it has a pretty crippling drawback.