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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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 />
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