Eladrinblade
2013-11-20, 02:00 PM
So, I've always been unsatisfied with the way lycanthropes have been done in D&D. So, basing my efforts off of Skyrim, I created a new "system" for werewolves. This thread only talks about werewolves, not other lycans.
In this "system", the only difference between natural and afflicted werewolves is the difficulty in breaking the curse. Being a werewolf is both a boon and a curse, and AFAIK, these changes fit the folklore pretty well. PC werewolves most likely won't get much use from the Hybrid Form (unless the DM allows the party to be it's "pack-mates" - though I intended that to be other werewolves).
Anyway, PEACH it up, playground.
Werewolves
Humanoid/Animal Form
+2 str, +2 dex, +2 con, +2 wis
+1 natural armor
+5ft speed
scent, lowlight vision, wolf empathy (+4)
+2 listen/spot/move silently/intimidate
+4 survival when tracking by scent
DR 5/silver, Fast Healing 2
Iron Will, Run
+4 on saves against disease
(Stats are the same in humanoid and animal form, except the animal form has a speed of 50ft., is quadruped, cannot speak, has a bite attack (can trip like a wolf), has a nat armor bonus of +2, gains a +4 bonus on fort saves or con checks vs. starvation/thirst/non-magical cold, and cannot use items)
(A werewolf in human form looks totally human, if maybe a bit hairy and "vigorous" - their skin is thick, but you can't tell by looking at it)
Hybrid Form (these bonuses overlap with human/animal form bonuses)
+4 str, +4 dex, +4 con, +4 wis
+3 natural armor
+10ft speed
scent, lowlight vision, wolf empathy
+4 listen/spot/intimidate
DR 10/silver, Fast Healing 5
gains 2 claw attacks
Improved Grab (with Bite/can make two claw attacks in addition to bite when grappling, at no penalty), Rend, Powerful Build, can use both claw attacks on charge
Iron Will, Run, Improved Natural Attack (Claws), Powerful Charge (2d6), Multiattack
Immune to fatigue, though any effect that would render it exhausted instead renders it fatigued.
Hyrbid form has the same limitations as a barbarian rage, except it lasts for 5 rounds + con mod (if the werewolf has barbarian rage, it automatically rages if it has any left). Shifting into hybrid form ruins any non-magical clothes or armor the werewolf was wearing (magical varieties fall to the ground at the werewolves' feet), and it cannot wield or use any item with it's hands. Once in hybrid form, the werewolf cannot voluntarily leave it, and must spend every turn moving toward and/or attacking any creature (that it can sense, and that is not a pack-mate) as much as it is able. It can extend it's hybrid form for one round by making a DC 15 will save, and again each round thereafter with the save increasing by one each round.
A werewolf can enter hybrid form once each day as a move-action. If a werewolf is suffering subdual damage from starvation, it automatically assumes hybrid form upon sensing a creature that is not a pack-mate (then, after the duration, it reverts into wolf form and eats any creatures slain during hybrid form). During a full moon, a werewolf automatically assumes hybrid form upon sensing a creature that is not a pack-mate, even if it is not suffering from subdual damage from starvation.
A werewolf can resist shifting into hybrid form by making a DC 15 will save (a free action), which it must make every round, and the DC increases by one each round.
(Finer details are up to the individual DM)
Werewolves require three times as much food as a normal creature of their race.
Most werewolves are CE or CN, but can be of any alignment.
Any humanoid creature (without an existing template) that has taken any damage from any of a werewolves' natural weapons will become a werewolf on the first night of the next full moon, unless they succeed with any of the precautions listed in the MM under "Curing Lycanthropy".
A child born from a werewolf parent becomes a werewolf upon becoming an adolescent, unless a remove curse spell is cast upon them during a full moon. However, these "natural" werewolves must succeed on a DC 25 will save to break the curse.
In this "system", the only difference between natural and afflicted werewolves is the difficulty in breaking the curse. Being a werewolf is both a boon and a curse, and AFAIK, these changes fit the folklore pretty well. PC werewolves most likely won't get much use from the Hybrid Form (unless the DM allows the party to be it's "pack-mates" - though I intended that to be other werewolves).
Anyway, PEACH it up, playground.
Werewolves
Humanoid/Animal Form
+2 str, +2 dex, +2 con, +2 wis
+1 natural armor
+5ft speed
scent, lowlight vision, wolf empathy (+4)
+2 listen/spot/move silently/intimidate
+4 survival when tracking by scent
DR 5/silver, Fast Healing 2
Iron Will, Run
+4 on saves against disease
(Stats are the same in humanoid and animal form, except the animal form has a speed of 50ft., is quadruped, cannot speak, has a bite attack (can trip like a wolf), has a nat armor bonus of +2, gains a +4 bonus on fort saves or con checks vs. starvation/thirst/non-magical cold, and cannot use items)
(A werewolf in human form looks totally human, if maybe a bit hairy and "vigorous" - their skin is thick, but you can't tell by looking at it)
Hybrid Form (these bonuses overlap with human/animal form bonuses)
+4 str, +4 dex, +4 con, +4 wis
+3 natural armor
+10ft speed
scent, lowlight vision, wolf empathy
+4 listen/spot/intimidate
DR 10/silver, Fast Healing 5
gains 2 claw attacks
Improved Grab (with Bite/can make two claw attacks in addition to bite when grappling, at no penalty), Rend, Powerful Build, can use both claw attacks on charge
Iron Will, Run, Improved Natural Attack (Claws), Powerful Charge (2d6), Multiattack
Immune to fatigue, though any effect that would render it exhausted instead renders it fatigued.
Hyrbid form has the same limitations as a barbarian rage, except it lasts for 5 rounds + con mod (if the werewolf has barbarian rage, it automatically rages if it has any left). Shifting into hybrid form ruins any non-magical clothes or armor the werewolf was wearing (magical varieties fall to the ground at the werewolves' feet), and it cannot wield or use any item with it's hands. Once in hybrid form, the werewolf cannot voluntarily leave it, and must spend every turn moving toward and/or attacking any creature (that it can sense, and that is not a pack-mate) as much as it is able. It can extend it's hybrid form for one round by making a DC 15 will save, and again each round thereafter with the save increasing by one each round.
A werewolf can enter hybrid form once each day as a move-action. If a werewolf is suffering subdual damage from starvation, it automatically assumes hybrid form upon sensing a creature that is not a pack-mate (then, after the duration, it reverts into wolf form and eats any creatures slain during hybrid form). During a full moon, a werewolf automatically assumes hybrid form upon sensing a creature that is not a pack-mate, even if it is not suffering from subdual damage from starvation.
A werewolf can resist shifting into hybrid form by making a DC 15 will save (a free action), which it must make every round, and the DC increases by one each round.
(Finer details are up to the individual DM)
Werewolves require three times as much food as a normal creature of their race.
Most werewolves are CE or CN, but can be of any alignment.
Any humanoid creature (without an existing template) that has taken any damage from any of a werewolves' natural weapons will become a werewolf on the first night of the next full moon, unless they succeed with any of the precautions listed in the MM under "Curing Lycanthropy".
A child born from a werewolf parent becomes a werewolf upon becoming an adolescent, unless a remove curse spell is cast upon them during a full moon. However, these "natural" werewolves must succeed on a DC 25 will save to break the curse.