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

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WEEBADGER<br />

CLIMATEITERRAIN: Temperate hills and<br />

undermound<br />

FREQ~IENCY: Very rare<br />

ORGANIZATION: Solitary<br />

ACTIVITY CYCLE Any<br />

DIET Carnivore<br />

INTELLIGENCE: Average (8-10)<br />

TREASURE: M, Q, V<br />

ALIGNMENT Chaotic evil<br />

No. APPEARING: 1<br />

ARMOR CLASS: 4<br />

MOVEMENT 6, Br3<br />

HIT DICE: 5<br />

THACO: 15<br />

NO. OF ATrACKS: 3<br />

DAMAGEIATTACK: ld6/1d6/1d4<br />

SPECiAL ATTACKS Berserk frenzy<br />

SPECIAL DEFENSES Silver or magical<br />

weapons required to hit<br />

MAGIC RESISTANCE Nil<br />

SIZE: S (4' tall)<br />

MORALE Elite (13) or Fearless (20)<br />

XP VALUE: 650 (975 magical weapon)<br />

Werebadgers are dwarves that can<br />

transform into giant badgers or dwarfbadger<br />

hybrids. In humanoid form, they<br />

appear to be normal dwarves with a silver<br />

stripe in their hi 3ir or beards (not an<br />

un<strong>com</strong>mon trail t among dwarves). In<br />

hybrid form, thc ?y stand upright but have<br />

the features of i 3 badger: thick fur,<br />

enorrnou5 claw! 3, and a badger's head. In<br />

beast form, the werebadger simply appears<br />

to he a giant bz idger. Transforming into<br />

this shape rips apart any clothing the<br />

creature wears.<br />

The werebad lger's daws are so large that<br />

they "clack" tog lether when not flexed or<br />

clenched.<br />

Combat: Thi, s monster attacks with its<br />

foreclaws. follo! Ned by a bite. Unlike the<br />

giant badger, th e claws are actually more<br />

fearsome than t he bite, but only the bite<br />

can transmit th< 5 curse of lycanthropy.<br />

Unlike most lycanthropes, the<br />

werebadger ha: i no qualms about using<br />

weapons. Their natural weapons are so<br />

potent, howeve r, that only a magical<br />

weapon is of nc ,table improvement. They<br />

favor axes and war hammers, and there is<br />

a 75% chance t he creature owns a weapon<br />

(25% chance tt iat any weapon carried is<br />

magical). In an imal form werebadgers<br />

cannot use we2 [pons. Only silver or magical<br />

Werebadgers. The oil of the<br />

3 weapons harm<br />

WEREBEASTS ?*'<br />

poppy seed is poisonous to them (save vs.<br />

poison or die).<br />

Each round of <strong>com</strong>bat, the werebadger<br />

has a 25% chance to enter a berserk frenzy.<br />

Roll before each round of <strong>com</strong>bat. When<br />

this occurs, the werebeast froths at the<br />

mouth, its claw attacks gain a +1 attack<br />

bonus, and its bite attack gains a +3 bonus.<br />

Once in a frenzy, it will not break off the<br />

attack until either it is dead or until all its<br />

opponents have fled or died. To make<br />

matters worse, during the frenzy, all bite<br />

attacks have double the normal chance of<br />

causing the lycanthropic infection to be<br />

passed on.<br />

Habitat Society: Werebadgers tend to<br />

live on the fringes of society (when they<br />

choose to live among others at all). They<br />

choose professions that allow them to be<br />

alone or excuse bursts of violent anger. For<br />

example, many be<strong>com</strong>e scouts or<br />

skirmishers in dwarven armies. Werebadgers<br />

dislike physical labor as a rule. They<br />

typically do not work stone or metal.<br />

Werebadgers dislike other forms of<br />

lycanthropes, but do not hate them. Those<br />

that avoid dwarven society tend to be<br />

loners, living in caves and tunnels, preying<br />

upon the unsuspecting. If one encounters<br />

another werebeast, the werebadger would<br />

fight only to defend it$ territory.<br />

found with a mate and young. Treat the<br />

young as <strong>com</strong>mon badgers with<br />

lycanthropic immunities. Any sign of<br />

hostility on the part of intruders will<br />

immediately throw both parents into a<br />

berserk frenzy (no die roll necessary).<br />

Ecology: This lycanthropy affects<br />

dwarves more readily than other forms of<br />

humanoids. Gnomes, goblins, orcs, and<br />

other underground dwellers are half as<br />

likely to be infected as dwarves. Humans,<br />

elves, and other surface dwellers are only<br />

25% as likely io be infected.<br />

Werebadgers do not live as long as<br />

dwarves. If allowed to die of natural<br />

causes-a Milton for the species-they can<br />

live to be 80 or 90 years old. Dwarves or<br />

other long-lived races that are infected with<br />

this form of lycanthropy have the<br />

remainder of their life spans halved. A<br />

prematurely old dwarf or gnome is<br />

sometimes suspected of being a<br />

lycanthrope.<br />

. .<br />

On rare occasions a werebadger will be<br />

..-..I,<br />

m

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