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Van Richten's Monster Hunter's.pdf - Askadesign.com

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ral animal. Werebears have a low AC<br />

largely because they're such powerful,<br />

thick-skinned animals. However, a<br />

wererat's AC derives mainly from its<br />

quick, darting movements, which allow<br />

it to evade a blow. Since badgers are<br />

small, low to the ground, and have a<br />

thick, furry hide, an AC of 5 seems<br />

about right for our werebadger.<br />

Don't forget that the Armor Class<br />

may alter with the lycanthrope's own<br />

change of form. A hybrid's AC should<br />

lie somewhere between that of the<br />

animal form and AC 10 (since armor<br />

owned by a werebeast would have to<br />

be donned after the change). Consider<br />

how much of the animal form's natural<br />

AC would remain with a hybrid. Our<br />

werebadger would certainly lose some<br />

of its advantages-namely, being<br />

low-slung and the thickness of hide in<br />

hybrid aspect-so AC 7 seems about<br />

right.<br />

Of course, attribute scores and<br />

armor dictate the AC of the human<br />

form.<br />

Most other attributes derive from the<br />

nature of the phenotype. Badgers tend<br />

to live alone, unless it's a mother with<br />

young. While they prefer to avoid con-<br />

frontations with creatures larger than<br />

themselves, they are fierce fighters if<br />

cornered or protecting young. Badgers<br />

are not solely predators, but omni-<br />

vores. Our werejaguar might have<br />

treasure class M, Q, or V, if any. While<br />

normal badgers are neutral in align-<br />

ment, a werebadger (especially in<br />

Ravenloft) would have an alignment of<br />

chaotic evil, Number appearing would<br />

normally be 1. Badgers are aggressive<br />

fighters when provoked, so a Morale of<br />

Elite (14) is appropriate.<br />

Specit11 Abilities<br />

Certain types of lycanthropes, by<br />

virtue of their phenotype, gain some<br />

special capabilities. For example,<br />

werefoxes have an ability to charm<br />

victims. A werebeast's special skill<br />

might be magical or simply a physical<br />

3<br />

ability. It might be arbitrary or related<br />

in some way to the phenotype. DMs<br />

have a free hand in this area, giving<br />

them the chance to create unique (and<br />

PC-surprising) lycanthropes.<br />

Our werebadger is a skilled digger<br />

and, as mentioned, can be quite<br />

ferocious when angered. Extrapolating<br />

from this, werebadgers are likely to do<br />

more damage with their claws than<br />

with their teeth, and they also may go<br />

berserk in <strong>com</strong>bat.<br />

Yulnembilifies<br />

Each werebeast has at least one<br />

nonmagical vulnerability, Most, but not<br />

all, creatures of a particular phenotype<br />

share the same vulnerability<br />

(werewolves fear silver, for example).<br />

DMs should first decide upon a basic<br />

vulnerability for a new phenotype, and<br />

then decide whether the individual<br />

creature(s) in question conforms to the<br />

generic weakness. The vulnerability<br />

might be something traditional<br />

(wolfsbane, silver, etc.), or it might be<br />

symbolically related to the nature of<br />

the phenotype.<br />

As noted elsewhere in this text, the<br />

oil of poppy seeds (and to a lesser<br />

extent, the seeds themselves) are<br />

poisonous to werebadgers.<br />

Sociefy<br />

Social behavior should relate to the<br />

characteristics of the natural animal. If<br />

the animal is pack-oriented, the<br />

lycanthrope will be social. If it is<br />

aggressively territorial, so is the<br />

lycanthrope, These creatures are<br />

intelligent, however, so they can<br />

suppress their natural tendencies if<br />

necessary. The propensities will<br />

remain, however, even if they're not<br />

obvious, and they will tend to color the<br />

creatures' philosophies and behaviors.<br />

Badgers are often solitary. Hence,<br />

the werebadger might be a lone<br />

adventurer or a hermit living on the<br />

outskirts of a settlement.

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