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