The Alexandrian

Posts tagged ‘monsters’

Lithographie de la Legende rustique de George Sand, 1858, Paris

Figthing with HTML code has chewed up some of the time I was planning to spend on lycanthropic templates, so I’m a day behind on my lycanthropes, but we’ll get to all of them before we’re done. Today we’re looking at the grand-daddy of them all: Werewolves.

As a reminder, these templates are designed to streamline and simplify the process of creating lycanthropes for 3.5:

(1) Create a stat block for the base creature.

(2) Apply the lycanthrope template in order to create the stat block for the humanoid form.

(3) Apply the hybrid template to the humanoid form in order to create the stat block for the hybrid form.

(4) Apply the animal form template to the humanoid form in order to create the stat block for the animal form.

WEREWOLF TEMPLATES

WEREWOLF TEMPLATE
Apply this template to the base creature to create the werewolf’s humanoid form. This template can be added to any humanoid or giant.

Size and Type: Creature gains the “shapechanger” subtype.
Hit Dice and Hit Points: Add 2d8 hit die to the base creature.
Armor Class: +2 bonus to natural armor.
Base Attack: +1 BAB

Special Qualities: alternate form, lycanthropic empathy, low-light vision, scent

Base Save Bonuses: Fort +3, Ref +3
Abilities: Wis +2, may gain an ability score increase due to additional hit dice
Skills: Gains (2 + Int modifier) skill points, treating Hide, Listen, Move Silently, Spot, and Survival as class skills.
Feats: Track, Weapon Focus (bite)

Challenge Rating: +2

WEREWOLF HYBRID TEMPLATE
Apply this template to the werewolf’s humanoid form to create the stat block for its hybrid form.

Size and Type: Medium or the size of the base creature, whichever is larger.
Armor Class: +4 natural armor (if better than the humanoid form’s natural armor)
Attacks: Gains 2 claw attacks and 1 bite as a secondary attack (-5 penalty).

Hybrid Size
Claw
Bite
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
2d6
Huge
2d4
2d6

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Str +2, Dex +4, Con +4

WEREWOLF ANIMAL FORM TEMPLATE
Apply this template to the werewolf’s humanoid form to create the stat block for its animal form.

Size and Type: Medium
Speed: 50 ft.
Armor Class: +4 natural armor
Attacks: Replace all attacks with a bite attack (1d6 and lycanthropy)

Special Attacks: Replace base creature’s special attacks with trip and curse of lycanthropy (Fort DC 15); cannot cast spells with verbal, somatic, or material components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Str +2, Dex +4, Con +4
Skills: +4 racial bonus on Survival checks when tracking by scent.

THE SPIDER WEIRD OF HOLLOW’S DEEP

Werewolves are a dime a dozen, so I wanted to do something truly unusual to showcase the templates. In doing so I’ve technically broken the rules by applying a lycanthropic template to a magical beast. But if you don’t tell anybody, I won’t.

The Spider Weird is a horrific creature which haunts the dark woods around the village of Hollow’s Deep. It usually leaves the villagers alone, preferring to hunt the game animals of the forest. But upon occasion — when the villagers rile its anger or perhaps when the blood moon rises — the Spider Weird will inflict a reign of terror.

The Spider Weird is an aranea which was infected with lycanthropy while in its spider-humanoid form. The mixture of its natural shapechanging abilities and the lycanthropic curse allow it to assume four shapes: A monstrous spider, a black-eyed elf, a spider-wolf hybrid, and a wolf.


SPIDER WEIRD – MONSTROUS SPIDER (CR 6) – N Medium Magical Beast (Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +7; Languages Common, Sylvan

DEFENSESAC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; hp 35 (3d10+2d8+10)

ACTIONSSpd 50 ft., climb 25 ft.; Melee bite +8 (1d6 and poison); Ranged web +7; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +4; SA poison, spells, web

SQ change shape, darkvision 60 ft., low-light vision, lycanthropic empathy, scent

STR 11, DEX 16, CON 14, INT 14, WIS 15, CHA 14
FORT +8, REF +9, WILL +5

FEATS: Improved Initiative, Iron Will*, Track, Weapon Finesse, Weapon Focus (bite)

SKILLS: Climb +14, Concentration +8, Escape Artist +5, Hide +11, Jump +13*, Listen +7*, Spot +7*


SPIDER WEIRD – ELF FORM (CR 6) – N Medium Magical Beast (Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +7; Languages Common, Sylvan

DEFENSESAC 20 (+3 Dex, +3 natural, +4 masterwork chain shirt), touch 13, flat-footed 17; hp 35 (3d10+2d8+10)

ACTIONSSpd 50 ft., climb 25 ft.; Melee +1 rapier +7 (1d6 and poison, 18-20/x2); Ranged +7; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +4; SA spells

SQ change shape, darkvision 60 ft., low-light vision, lycanthropic empathy, scent

STR 11, DEX 16, CON 14, INT 14, WIS 15, CHA 14
FORT +8, REF +9, WILL +5

FEATS: Improved Initiative, Iron Will*, Track, Weapon Finesse, Weapon Focus (bite)

SKILLS: Climb +13, Concentration +8, Escape Artist +4, Hide +11, Jump +12*, Listen +7*, Spot +7*

POSSESSIONS: +1 rapier, masterwork chain shirt


SPIDER WEIRD – SPIDER-WOLF HYBRID (CR 6) – N Medium Magical Beast (Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +9; Languages Common, Sylvan

DEFENSESAC 23 (+5 Dex, +4 natural, +4 masterwork chain shirt), touch 15, flat-footed 18; hp 45 (3d10+2d8+20); DR 5/silver

ACTIONSSpd 50 ft., climb 25 ft.; Melee 2 claws +9 (1d4+1) or +1 rapier +9 (1d6+1, 18-20/x2) and bite +10 (1d6+1 and lycanthropy, poison); Ranged web +9; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +5; SA curse of lycanthropy, poison, spells, web

SQ change shape, darkvision 60 ft., low-light vision, lycanthropic empathy, scent

STR 13, DEX 20, CON 18, INT 14, WIS 15, CHA 14

FORT +10, REF +11, WILL +5

FEATS: Improved Initiative, Iron Will*, Track, Weapon Finesse, Weapon Focus (bite)

SKILLS: Climb +14, Concentration +10, Escape Artist +6, Hide +12, Jump +13*, Listen +7*, Spot +7*

POSSESSIONS: +1 rapier, masterwork chain shirt


SPIDER WEIRD – WOLF FORM (CR 6) – N Medium Magical Beast (Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, Listen +7, Spot +7; Init +9; Languages Common, Sylvan

DEFENSESAC 19 (+5 Dex, +4 natural), touch 15, flat-footed 14; hp 45 (3d10+2d8+20); DR 5/silver

ACTIONSSpd 50 ft; Melee bite +10 (1d6+1 and lycanthropy); Ranged +9; Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +5; SA curse of lycanthropy, trip

SQ change shape, darkvision 60 ft., low-light vision, lycanthropic empathy, scent

STR 13, DEX 20, CON 18, INT 14, WIS 15, CHA 14
FORT +10, REF +11, WILL +5

FEATS: Improved Initiative, Iron Will*, Track, Weapon Finesse, Weapon Focus (bite)

SKILLS: Climb +15, Concentration +10, Escape Artist +7, Hide +13, Jump +14*, Listen +7*, Spot +7*

Sorcerer Spells Known (CL 3)
1st (6/day, DC 13)—mage armor, silent image, sleep
0th (6/day, DC 12)—daze, detect magic, ghost sound, light, resistance


Change Shape (Su): Switch forms as a standard action.
Curse of Lycanthropy (Su): Fort DC 15
Lycanthropic Empathy (Ex): Communicate with wolves and dire wolves; +4 bonus on Charisma-based checks against them.
Poison – Spider or Elf (Ex): Injury, Fort DC 14, 1d6 Str/2d6 Str
Poison – Hybrid (Ex): Injury, Fort DC 16, 1d6 Str/2d6 Str
Scent (Ex): Detect presence within 30 feet (60 feet upwind, 15 feet downwind). Strong scents at double that range; overpowering at triple. Detect direction as move action. Pinpoint within 5 feet.
Web (Ex): 6/day, range 50 ft., range increment 10 ft. cts like net, anchors target in place. Effective against Large or smaller creatures.
*Skills: Can always choose to take 10 on Climb checks. In wolf form, gain +4 bonus to Survival checks made while tracking with scent.


In order to create the stat blocks for these forms, I:

(1) Prepped stat blocks of a normal aranea’s monstrous spider and humanoid forms. (I added armor and weapons to the latter.)

(2) To create the Spider Weird’s monstrous spider form, I applied the base werewolf template to the aranea’s monstrous spider stat block.

(3) To create the Spider Weird’s elf form, I applied the base werewolf template to the aranea’s humanoid stat block.

(4) To create the Spider Weird’s spider-wolf hybrid form, I applied the werewolf hybrid template to the Spider Weird’s monstrous spider form and then added the weapons and armor from its humanoid stat block.

(5) Finally, to create the Spider Weird’s wolf form I applied the werewolf animal form template to the Spider Weird’s monstrous spider stat block.

Without these werewolf templates I honestly would have never even considered trying to create the Spider Weird. Way too complicated. With the templates it took about 30 minutes to put the four stat blocks together. (I spent more time fussing with the HTML and CSS to make this page look half-way decent.)

This material is covered by the Open Gaming License.

Albino Skaven

Last week I posted a rant about the difficulty of creating lycanthropic stat blocks in 3rd Edition. The short version is this: Creating lycanthropes require you to create three separate stat blocks simultaneously while pulling information from both the base creature and the animal form. You end up juggling five stat blocks and if you discover that you need (or want) to make an adjustment on any one of them during the creation process you have to backtrack the change through all the other stat blocks.

I concluded that the rules themselves weren’t necessarily bad, but the organization of the rules were unnecessarily convoluted. It would be easier if the rules presented a clear order of progression:

(1) Create a stat block for the base creature.

(2) Apply the lycanthrope template in order to create the stat block for the humanoid form.

(3) Apply the hybrid template to the humanoid form in order to create the stat block for the hybrid form.

(4) Apply the animal form template to the humanoid form in order to create the stat block for the animal form.

And to that end I created sample templates for the wererat, which turned the rant into something rather more useful. Noumenon liked the template enough that he asked me to turn it into a series. I was initially skeptical that just churning out templates would be particularly interesting blog material, but then I realized I could spice things up a little by providing some advanced lycanthrope characters as sample applications of the templates.

So, on that note: Welcome to Movies & Lycanthropes Week at the Alexandrian.

Today is a bit of a rehash as we return to the wererat templates (although the sample NPC is new), but tomorrow we’ll have completely new material.

Note: These templates are designed to create 100% rules-accurate stat blocks. In other words, applying these templates should give you the exact same stat blocks that you would get if you applied the template from the 3.5 core rulebooks. They’re just providing a cleaner, quicker way of getting there.

WERERAT TEMPLATES

WERERAT TEMPLATE
Apply this template to the base creature to create the wererat’s humanoid form. This template can be added to any humanoid or giant.

Size and Type: Creature gains the “shapechanger” subtype.
Hit Dice and Hit Points: Add 1d8 hit die to the base creature.
Armor Class: +2 bonus to natural armor.

Special Qualities: alternate form, lycanthropic empathy, low-light vision, scent

Base Save Bonuses: Fort +2, Ref +2, Will +2
Abilities: Wis +2, may gain an ability score increase due to additional hit dice
Skills: +8 racial bonus on Climb and Swim checks. Gains (2 + Int modifier) skill points, treating Climb, Hide, Listen, Move Silently, Spot and Swim as class skills.
Feats: Alertness, Iron Will, Weapon Finesse

Challenge Rating: +2

WERERAT HYBRID TEMPLATE
Apply this template to the wererat’s humanoid form to create the stat block for its hybrid form.

Size and Type: Small or the size of the base creature, whichever is larger.
Armor Class: +1 bonus to natural armor (if better than the base creature’s natural armor bonus)
Attacks: Gains 2 claw attacks and 1 bite as a secondary attack (-5 penalty).

Hybrid Size
Claw
Bite
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
2d6
Huge
2d4
2d6

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Dex +6, Con +2

WERERAT ANIMAL FORM TEMPLATE
Apply this template to the wererat’s humanoid form to create the stat block for its animal form.

Size and Type: Small
Speed: 40 ft., climb 20 ft.
Armor Class: +1 natural armor (if better than the base creature’s natural armor)
Attacks: Replace all attacks with a bite attack (1d4 plus disease).

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal, somatic, or material components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Dex +6, Con +2
Skills: Can choose to take 10 on Climb checks even if rushed or threatened. Can use their Dex modifier for Climb and Swim checks.

BRADOCH THE WERERAT

Bradoch is an elderly, orcish wererat. He has been isolated from his tribe and his kind of decades now. His only companions are his faithful rats, who surround him in great hordes throughout the forest. Bradoch is intensely protective of the rats, and he hates the goblin tribes (who hunt them for food).

Note: Bradoch is currently unschooled in the common tongue. But if he is brought into frequent interaction with local human populations, he will make it a point to learn it as quickly as possible — either relying on his own interaction or falling back onto using his rats as spies.


BRADOCH – ORC FORM (CR 6) – Barbarian 4 – NE Medium Humanoid (Orc, Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, scent, Listen +11, Spot +11; Init +2; Languages Orcish

DEFENSESAC 19 (+1 Dex, +2 natural, +6 +1 mithril chainmail), touch 11, flat-footed 18; hp 26 (4d12+1d8-5); Weakness light sensitivity

ACTIONSSpd 40 ft.; Melee quarterstaff +7 (1d6+2); Ranged dart +5 (1d4+2 and poison); Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +6; Atk Options rage 2/day; Combat Gear third eye of the rat

SQ alternate form, darkvision 60 ft., fast movement, illiteracy, light sensitivity, low-light vision, lycanthropic empathy, rage 2/day, scent, trap sense +1, uncanny dodge

STR 14, DEX 12, CON 8, INT 14, WIS 17, CHA 13
FORT +5, REF +4, WILL +8

FEATS: Alertness, Iron Will, Stealthy, Weapon Finesse

SKILLS: Climb +11, Handle Animal +7, Hide +10, Intimidate +4, Jump +8, Listen +11, Move Silently +10, Spot +11, Swim +10

POSSESSIONS: +1 mithril chainmail, masterwork quarterstaff, 6 poisoned darts, third eye of the rat, ruby (240 gp, worn on cord around his neck)


BRADOCH – HYBRID FORM (CR 6) – Barbarian 4 – NE Medium Humanoid (Orc, Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, scent, Listen +11, Spot +11; Init +2; Languages Orcish

DEFENSESAC 23 (+4 Dex, +3 natural, +6 +1 mithril chainmail), touch 14, flat-footed 19; hp 31 (4d12+1d8); DR 10/silver; Weakness light sensitivity

ACTIONSSpd 40 ft.; Melee quarterstaff +6 (1d6+2) or 2 claws +8 (1d4+2) and 1 bite +3 (1d6+1 and lycanthropy); Ranged dart +8 (1d4+2 and poison); Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +6; Atk Options rage 2/day; SA curse of lycanthropy; Combat Gear third eye of the rat

SQ alternate form, darkvision 60 ft., fast movement, illiteracy, light sensitivity, low-light vision, lycanthropic empathy, rage 2/day, scent, trap sense +1, uncanny dodge

STR 14, DEX 18, CON 10, INT 14, WIS 17, CHA 13
FORT +5, REF +7, WILL +8

FEATS: Alertness, Iron Will, Stealthy, Weapon Finesse

SKILLS: Climb +11, Handle Animal +7, Hide +14, Intimidate +4, Jump +8, Listen +11, Move Silently +14, Spot +11, Swim +10

POSSESSIONS: +1 mithril chainmail, masterwork quarterstaff, 6 poisoned darts, third eye of the rat, ruby (240 gp, worn on cord around his neck)


BRADOCH – DIRE RAT FORM (CR 6) – Barbarian 4 – NE Small Humanoid (Orc, Shapechanger)

DETECTION – darkvision 60 ft., low-light vision, scent, Listen +11, Spot +11; Init +2; Languages Orcish

DEFENSESAC 24 (+4 Dex, +1 size, +3 natural, +6 +1 mithril chainmail), touch 15, flat-footed 20; hp 31 (4d12+1d8); DR 10/silver; Weakness light sensitivity

ACTIONSSpd 50 ft., climb 20 ft.; Melee bite +8 (1d4, disease, lycanthropy); Space 5 ft.; Reach 5 ft.; Base Atk +4; Grapple +2; Atk Options rage 2/day; SA curse of lycanthropy, disease; Combat Gear third eye of the rat

SQ alternate form, darkvision 60 ft., fast movement, illiteracy, light sensitivity, low-light vision, lycanthropic empathy, rage 2/day, scent, trap sense +1, uncanny dodge

STR 14, DEX 18, CON 10, INT 14, WIS 17, CHA 13
FORT +5, REF +7, WILL +8

FEATS: Alertness, Iron Will, Stealthy, Weapon Finesse

SKILLS: Climb +13*, Handle Animal +7, Hide +18, Intimidate +4, Jump +8, Listen +11, Move Silently +14, Spot +11, Swim +12*

POSSESSIONS: +1 mithril chainmail, masterwork quarterstaff, 6 poisoned darts, third eye of the rat, ruby (240 gp, worn on cord around his neck)


Alternate Form (Su): Switch forms as standard action.
Curse of Lycanthropy (Su): Fort DC 15
Disease: Filth Fever (Fort DC 10, incubation 1d3 days, damage 1d3 Dex + 1d3 Con)
Light Sensitivity (Ex): Dazzled in bright sunlight or daylight spell.
Lycanthropic Empathy (Ex): Communicate with rats and dire rats; +4 bonus on Charisma-based checks against them.
Poison (Ex): Medium spider venom (injury DC 14, 1d4 Str/1d4 Str)
Rage (Ex): 5 rounds: +4 Str, +4 Con, +2 Will saves, -2 AC. Cannot use Concentration; Cha, Dex, or Int skills. Fatigued when rage ends (-2 Str, -2 Dex, can’t charge or run).
Scent (Ex): Detect presence within 30 feet (60 feet upwind, 15 feet downwind). Strong scents at double that range; overpowering at triple. Detect direction as move action. Pinpoint within 5 feet.
Trap Sense (Ex): +1 on AC and Reflex saves vs. traps.
Uncanny Dodge (Ex): Retains Dex bonus to AC when flat-footed.
*Skills: Can choose to take 10 on Climb checks even if rushed or threatened.


THIRD EYE OF THE RAT
Price (Item Level): 18,000 gp (6th)
Body Slot: Head
Caster Level: 6th
Aura: Moderate
Activation: —
Weight: —

This rat’s eye suspended in amber can be placed upon the forehead, where it will automatically attach itself as a third eye. A character using the eye can automatically detect the presence of any rat within 300 feet. In addition, they can attune themselves to a rat of their choice within that range as a standard action and see through the eyes of the rat.

The third eye of the rat does not grant the wearer the ability to control the rats in any way, but if the wearer looks through the eyes of a rat that they control which is currently sharing their space then they cannot be flanked.

Prerequisites: Craft Wondrous Item, clairvoyance, detect animals or plants
Cost to Create: 9,000 gp + 720 XP

CONCLUSION

Bradoch is fairly straight-forward: I created a 4th-level Barbarian with elite stats, applied the old age template, and then applied the wererat template. I’m showcasing him here because my struggles with Bradoch led directly to the creation of these lycanthropic templates (so it seemed appropriate).

Bradoch is also a secret sneak peek at a super secret project that I’m currently developing. The project is still so far under wraps the only thing I can tell you about it is a hint wrapped inside an enigma:

There is now a hidden way to access the homepage of the Alexandrian. But that is not its ultimate goal.

Have fun speculating! More were-creatures tomorrow!

This material is covered by the Open Gaming License.

Lycanthropic Templates

June 24th, 2010

Werewolves suck.

Albino SkavenI know what you’re thinking: “Justin, you’re obviously confused. Vampires suck. Werewolves bite.”

But lycanthropes seriously suck in 3rd Edition.

I’m not one of those who generally subscribes to the theory that 3rd Edition stat blocks are horrendous. (Although I did revise them to improve the usability of the actual block itself.) Prepping stat blocks usually represents only about 5% of the time that I spend prepping for a game.

But lycanthropes? I hate the little bastards.

I can generally whip out even the most complex stat blocks with templates and class levels and fancy equipment in 15 minutes or so. But I just spent more than two hours prepping the stat block for a single wererat, and I’m still pretty sure that I’ve screwed up the math somewhere. Probably a minor screw-up (the sort of thing that wouldn’t bother me in a private campaign); but since this is for a professional project it’s driving me insane.

It’s not the multiple stat blocks that bug me. I don’t actually have any problems using a lycanthrope straight out of the book. And I’ll frequently whip up multiple stat blocks for the same NPC in order to facilitate temporary effects (different equipment, rage, buffs, etc.).

The problem is that the rules for creating lycanthropes require you to create all three stat blocks sort of simultaneously while pulling information from both the base creature and the animal form. So you end up juggling five different stat blocks, and if you discover that you need to make an adjustment on any one of them you have to backtrack the change through all the other stat blocks.

On the one hand, I’m kind of looking at the rules for werewolves in 2nd Edition and 4th Edition and wondering if there’s any reason we can’t adopt that simplicity into 3rd Edition: Just give me one stat block and let me apply a simple template (“add bite attack”) when the were-creature enters hybrid form.

On the other hand, having gotten the rant out of my system, I’m beginning to suspect that the real problem isn’t necessarily the rules, but rather the organization of the rules. It seems like what the system needs is a clear order of progression:

(1) Create base creature.

(2) Apply lycanthrope template to create humanoid form.

(3) Apply hybrid template to the humanoid form create hybrid form.

(4) Apply animal form template to the humanoid form to create animal form.

And while it’s nice to have the generic “use any animal” guidelines, it would probably be easier in practice to have separate templates for each of the established types of were-creatures. Here’s a stab at what the wererat templates would look like:

WERERAT TEMPLATE
Apply this template to the base creature to create the wererat’s humanoid form. This template can be added to any humanoid or giant.

Size and Type: Creature gains the “shapechanger” subtype.
Hit Dice and Hit Points: Add 1d8 hit die to the base creature.
Armor Class: +2 bonus to natural armor.

Special Qualities: alternate form, lycanthropic empathy, low-light vision, scent

Base Save Bonuses: Fort +2, Ref +2, Will +2
Abilities: Wis +2, may gain an ability score increase due to additional hit dice
Skills: +8 racial bonus on Climb and Swim checks. Gains (2 + Int modifier) skill points, treating Climb, Hide, Listen, Move Silently, Spot and Swim as class skills.
Feats: Alertness, Iron Will, Weapon Finesse

Challenge Rating: +2

WERERAT HYBRID TEMPLATE
Apply this template to the wererat’s humanoid form to create the stat block for its hybrid form.

Size and Type: Small or the size of the base creature, whichever is larger.
Armor Class: +1 bonus to natural armor (if better than the base creature’s natural armor bonus)
Attacks: Gains 2 claw attacks and 1 bite as a secondary attack (-5 penalty).

Hybrid Size
Claw
Bite
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
2d6
Huge
2d4
2d6

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Dex +6, Con +2

WERERAT ANIMAL FORM TEMPLATE
Apply this template to the wererat’s humanoid form to create the stat block for its animal form.

Size and Type: Small
Speed: 40 ft., climb 20 ft.
Armor Class: +1 natural armor (if better than the base creature’s natural armor)
Attacks: Replace all attacks with a bite attack (1d4 plus disease).

Special Attacks: curse of lycanthropy (Fort DC 15); cannot cast spells with verbal, somatic, or material components
Special Qualities: DR 5/silver for afflicted lycanthropes; DR 10/silver for natural lycanthropes

Abilities: Dex +6, Con +2
Skills: Can choose to take 10 on Climb checks even if rushed or threatened. Can use their Dex modifier for Climb and Swim checks.

I think that should produce 100% rules-accurate stat blocks with less hassle.

(Pardon me for a moment while I wander away from my HTML editor…)

And the proof is in the pudding: Despite forgetting to apply the old age template to my base creature’s stats (so that I had to start over while I was half-way through the hybrid stat block) and taking extra time to design a custom magic item from scratch, it only took me half an hour to put together three wererat stat blocks for a 4th-level orc barbarian. And I’m far more confident of the result than I was of the mess I managed to generate after 2+ hours of struggle this morning.

(This, of course, is the point where one of you will point out some egregiously idiotic mistake I made in those templates and send me crying back to my drafting table.)

LYCANTHROPE WEEK
Wererats
Werewolves
Dire Werewolves

Honeytrap

January 17th, 2010

More startling even than that diabolic chuckle was the scream that rose at my very elbow from the salt-compounded sand – the scream of a woman possessed by some atrocious agony, or helpless in the grip of devils. Turning, I beheld a veritable Venus, naked in a white perfection that could fear no scrutiny, but immersed to her navel in the sand. Her terror-widened eyes implored me and her lotus hands reached out with beseeching gesture.

The Abominations of Yondo, Clark Ashton Smith

HoneytrapThe honeytrap is a roper-like creature which relies on deceit and camouflage to trap its prey. The upper half of its body bears the appearance of a beautiful young maiden, but this beauty is wrapped around a mass of tentacular horror. The honeytrap’s favored tactic is to secrete a corrosive chemical capable of rendering even solid rock into a quicksand-like liquiesence.  When its prey draws near, the honeytrap will cry in terror and plead for their aid. It will wait until they are at their most vulnerable before striking: Its sternum will part into a ravenous maw, exuding a half dozen coiled tentacles which will burst forth and wrap themselves lethally around the honeytrap’s would-be saviors.

The honeytrap prefers to lure its victims into a danerous mixture of complacency and chivalry before striking, but those seeking to flee a ravenous honeytrap may be shocked as it wrenches itself free from its muck-ridden hunting grounds and pursues them with great speed upon a second tumultuous mass of tentacles extruding from its “maiden” waist.

HONEYTRAP                                                     CR 8
CE Large Magical Beast
Senses: darkvision 60 ft., low-light vision, Listen +13, Spot +13
Init: +5 (+1 Dex, +4 Improved Initiative)
Languages: Common, Elven

AC: 24, touch 10, flat-footed 23 (-1 size, +1 Dex, +14 natural)
Hit Points: 85        HD: 10d10+30
Fort +10, Ref +8, Will +8

Speed: 40 ft.
Melee: bite +13 (1d6+6)
Ranged: 6 strands +11 ranged touch (drag and weakness)
Space: 5 ft.            Reach: 5 ft. (30 ft. with strand)
Base Atk: +10      Grapple: +14
Special Actions: quicksand liquiesence
Metamagic Feats: (spontaneous casters only)

Str 19, Dex 13, Con 17, Int 12, Wis 11, Cha 17
Special Qualities: darkvision 60 ft., low-light vision
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Skills: Climb +12, Hide +10*, Listen +13, Spot +13
Treasure: Standard
Advancement: 11-15 HD (Medium); 16-30 (Large)
Level Adjustment: —

Drag (Ex): If a honeytrap hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage, but drags the struck opponent 5 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires an Escape Artist check (DC 23) or a Strength check (DC 19). (The DCs are Strength-based, and the Escape Artist check includes a +4 racial bonus.)

Drag and Bite: A honeytrap can draw a creature within 5 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a honeytrap’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damager to the honeytrap.

Drag and Drown: A honeytrap who has drawn a victim into its quicksand will often try to drown them. A honeytrap can draw a creature 5 feet and attempt to drown them by making an opposed grapple check. If the check succeeds, the victim is pushed below the surface of the quicksand.

Strands (Ex): A honeytrap can extrude up to six strands at once, and they can strike up to 30 feet away (no range increment). If a strand is severed, a honeytrap can extrude a new one on its next turn as a free action.

Quicksand Liquiesence (Ex): A honeytrap can turn a 10 ft. radius of earth, dirt, or stone into quicksand in 1d4 minutes by excreting a powerful, acidic chemical. If a honeytrap is slain, moves, or stops excreting the chemical, the ground will re-solidify within 1d4 hours.

Quicksand requires a Survival check (DC 8′) to spot. The momentum of a running or charging character will carry them 1d2x5 feet into the quicksand. Characters in quicksand must make a Swim check (DC 10) every round to simply tread water in place, or a DC 15 check to move 5 feet in whatever direction desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see Swim skill). Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Pulling a trapped character out of quicksand often requires a branch, spear haft, rope, or similar tool to reach the victim with one end of it. The character performing the rescue must make a Strength check (DC 15) to pull the victim out, while the victim must succeed at a Strength check (DC 10) to hold onto the branch, pole, or rope. If the victim fails to hold on, he must immediately make a Swim check (DC 15) to remain above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

Weakness (Ex): A honeytrap’s strands sap an opponent’s strength. Anyone grabbed by a strand must succeed on a Fortitude save (DC 18) or take 1d8 points of Strength damage. The DC is Constitution-based.

Skills: *Honeytraps have a +8 racial bonus to Hide checks if they are submerged in quicksand or similarly concealed.

This material is covered by the Open Gaming License.

Elemental Terror

January 15th, 2010

Elemental Terror

From “The Tale of Satampra Zeiros” by Clark Ashton Smith:

The basin, I have said, was very large; indeed, it was no less than six feet in diameter from the floor. The three legs that bore it were curved and massive and terminated in feline paws displaying their talons. When we approached and peered over the brim, we saw that the bowl was filled with a sort of viscous and semi-liquescent substance, quite opaque and of a sooty color. It was from this that the odor came — an odor which, though unsurpassably foul, was nevertheless not an odor of putrefaction, but resembled rather the smell of some vile and unclean creature of the marshes. The odor was almost beyond endurance, and we were about to turn away when we perceived a slight ebullition of the surface, as if the sooty liquid were being agitated from within by some submerged animal or other entity. This ebullition increased rapidly, the center swelled as if with the action of some powerful yeast, and we watched in utter horror while an uncouth amorphous head and dull and bulging eyes arose gradually on an ever-lengthening neck, and stared us in the face with primordial malignity. Then two arms — if one could call them arms — likewise arose inch by inch, and we saw the thing was not, as we had thought, a creature immersed in the liquid, but that the liquid itself had put forth this hideous neck and head, and was now forming these damnable arms, that groped toward us with tentacle-like appendages in lieu of claws or hands!

I’m going to have to start using more water elementals!

If you wanted to get fancy, you could certainly pimp out the stats of a large water elemental to represent some of the creature’s other abilities from the story (knicking the stench ability from the troglodyte as we go):

Speed: 40 ft., swim 90 ft.

Frightful Presence (Ex): Characters with less than 8 HD who perceive the malignant shape-shifting of the elemental water terror must succeed at a Will save (DC 14) or become either panicked (50%) or paralyzed with fear (50% chance) for 2d4 rounds. Even characters who succeed on the saving throw are shaken, but those who succeed on their saving throw are immune to the creature’s frightful presence for the next 24 hours.

Stench (Ex): The sooty admixture of the elemental water terror’s primordial form exudes an unsurpassably foul odor. All living creatures within 30 feet of the elemental water terror’s must succeed on a Fortitude save (DC 18) or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same elemental water terror’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

But even this isn’t really necessary: All you need is a water elemental’s stat-block and that beautifully lurid description and you’ll have an encounter far more terrifying than that provided by any ordinary water elemental..

(Tip for adapting the description: Insisting that the characters stand stock still for more than 6 seconds watching the slow, inexorable emergence of their doom is, quite rightfully, frustrating to the players. You’re taking control of their characters away. But if you simply prelude with “time seems to slow for a long moment as” then you can achieve the same effect without taking control of the PCs away from the players.)

I also recommend “The Tale of Satampra Zeiros” quite highly. It reads like a prototypical D&D adventure with a couple of thieves for the main characters and is a little like reading a mash-up of Lord Dunsany’s lyricism and Robert E. Howard’s primitive adventurism. It can be found in The End of the Story, which is Volume 1 of The Collected Fantasies of Clark Ashton Smith. Smith deserves a place alongside Lovecraft and Howard, but is oft forgotten. Although he is not listed in AD&D’s Appendix N of recommened reading, Smith’s influence feels immense.

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