Monster Prestige Class : Lycanthrope

by Dean Poisso; Dragon #313

Affliction or Heritage?

Humanoids naturally fear lycanthropes, and their usual reaction to the discovery of one living nearby is to hunt it down and brutally slay it. Such treatment has pushed most lycanthropes into lives of extreme seclusion, although a few breeds tend to build large families whose members can rely on one another for protection. Very occasionally, such families evolve into burgeoning communities, much to the surprise and dismay of those who hunt their members.

Inside these rare enclaves, the shapechangers can hone their unique abilities to predatory sharpness. The beastfolk that make up such clans often display startling intellect and dignity, as well as horrifying ferocity. Like the normal men and women they resemble, they exhibit a full range of good, evil, and neutral alignments.

Natural lycanthropes are born to others like themselves - they are not cursed humanoids afflicted with an unwanted disease. Such natural lycanthropes enjoy benefits not shared by their troubled cousins.

This article presents the level advancements for natural lycanthrope characters only. An afflicted lycanthrope PC could be cured of the disease during any full moon, making those days of the month a serious liability. In addition, an afflicted lycanthrope would have to make Control Shape checks to gain the full use of the lycanthrope abilities. If you wish to allow afflicted lycanthrope characters despite these difficulties, they follow the same rules and level progressions outlined below, except they do not gain the last level.

Lycanthrope Classes

Savage Species presented various monsters as classes, spreading out their qualities over several "monster levels." Although lycanthrope is a template rather than a specific monster kind, it can be treated the same way, spreading out the abilities gained over a number of levels equal to the sum of the level adjustment for the template (+3 for a natural lycanthrope or +2 for an afflicted one) and the Hit Dice of the animal. This article provides class advancement tables for the lycanthropes presented in the Monster Manual. When planning to play a natural lycanthrope character, you must first choose a base creature of the humanoid or giant type. If the base creature lacks a level adjustment and racial HD (as is the case with the core races), apply the racial traits of your chosen creature to your 1st-level lycanthrope. If you choose a creature with racial HD or racial HD and a level adjustment, you must apply the creature's racial traits to the lycanthrope and begin play at higher than 1st level.

Lycanthrope Racial Traits

These racial traits are common to all lycanthropes.

Starting Ability Score Adjustments: +2 Wis.

Size: The lycanthrope's hybrid form is the size of the base creature or the lycanthrope's animal form, whichever is larger. If the lycanthrope's hybrid form is larger than its animal form, adjust the natural attack damage listed in the lycanthrope's advancement table up one step according to Size. Do not adjust the lycanthrope's ability scores or natural armor due to a size change between forms; make only the changes outlined by the lycanthrope's level.

Hit Points: The lycanthrope's hit points are calculated by its Constitution in animal form. The lycanthrope has the same hit points in all forms.

Armor Class: General increases to natural armor granted by lycanthrope levels are added to the natural armor of the lycanthrope in all forms. Increases that specifically affect the animal and hybrid forms of the lycanthrope do not affect it when in base-creature form. In animal form, the lycanthrope has a total natural armor bonus equal to the general increases and animal/hybrid specific increases; ignore the animal's normal natural armor bonus. In hybrid form, the lycanthrope has the natural armor of the total for the base-creature form or the total for the animal form, whichever is higher.

Low-Light Vision: A lycanthrope has low-light vision in all forms.

Skills: If the lycanthrope level is the character's 1st character level, she gains x4 skill points. Otherwise a lycanthrope adds skill points from her lycanthrope levels much as if she had multiclassed into the lycanthrope class.

Werebear

Solitary hunters, werebears are occasionally found in small families and even more rarely in small communities. They often take up service with local foresters, serving as wardens and caretakers for old forests.

Werebear societies are matriarchal as often as not, with the women making many of the day-to-day decisions about how to run the community. The largest, oldest males serve as enforcers and protectors of the settlement.

Werebear Racial Traits

Size: The werebear's animal form is large.

Favored Class: Werebear. The best multi-classing choices for a werebear are barbarian, fighter, or ranger.

Werebear Class Skills:

The werebear's Class Skills (and the key ability for each skill) are: Climb (Str), Listen (Wis), Spot (Wis), Swim (Str).

Werebear Class Features

All of the following are Class Features of the werebear class:

Weapon and Armor Proficiency: A werebear is proficient with weapons and armor as described for the base creature's type.

Bear Feats: A werebear gains Track at 1st level, Run at 4th level, and Endurance at 8th level. These feats take the place of those normally gained by a character at 1st, 3rd, 6th, and 9th level. With DM permission, you may choose substitute feats. After the last level of the lycanthrope class, a lycanthrope character gains feats normally according to his character level.

Alternate Form (Su): A werebear can assume the form of a brown bear or bear-humanoid hybrid. Consult the description of the alternate form ability in the lycanthrope template for more details. Unlike the lycanthrope template's alternate form ability, a werebear in bear form or bear-humanoid hybrid form benefits from the changes to natural armor, abilities, special qualities, special attacks, natural attacks, and natural weapon damage according to its levels in the werebear class.

Scent (Ex): A werebear has the scent special quality in all forms.

Bite/Claws: At 1st level, the werebear in animal or hybrid form gains a bite attack and two claw attacks. These are natural weapons dealing the indicated damage. The bite attack of a hybrid is always a secondary attack. When a natural attack is used as a secondary attack, the lycanthrope adds half its Strength bonus to damage.

Damage Reduction (Ex): At 1st level, a werebear in bear or hybrid form gains damage reduction 1/silver. The amount of damage ignored increases as indicated on the Werebear Advancement table, culminating in damage reduction 10/silver at 9th level.

Bear Empathy (Ex): At 2nd level, a werebear learns to communicate with bears and dire bears. This ability allows him to communicate simple concepts and (if the animal is friendly) simple commands. He also receives a +4 racial bonus on checks made to influence the attitudes of such creatures.

Improved Grab (Ex): To use this ability, the werebear must be 3rd level or higher, be in bear form, and hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Iron Will: A werebear gains Iron Will as a bonus feat at 3rd level.

Ability Score Increase: At 5th level, the lycanthrope character may increase any ability score by one point.

Curse of Lycanthropy (Su): At 9th level, a natural werebear can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a natural werebear in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Werebear
CLHDBABFortRefWillSkill PtsCR Inc.Special
1st1d8+0+2+2+02+ Int Mod.1*+2 Str, +1 natural armor, *bite 1d6, *2 claws 1d4, bear feat (Track), alternate form, scent, DR 1/silver, shapechanger subtype, +4 racial bonus to Swim checks.
2nd2d8+1+3+3+02+ Int Mod.1*+2 Str, *+2 Con, *+1 natural armor, bear empathy
3rd2d8+1+3+3+0-2*+2 Str, *+2 Con, *+1 natural armor, Iron Will, *DR 2/silver, **Improved Grab
4th3d8+2+3+3+12+ Int Mod.2*+2 Str, +2 Con, *+1 natural armor, *bite 1d6, *claws 1d6, bear feat (Run)
5th4d8+3+4+4+12+ Int Mod.3*+2 Str, *+2 Dex, *+1 natural armor, *Bite 1d8, *DR 3/silver, ability score increase
6th5d8+3+4+4+12+ Int Mod.3*+2 Str, *+1 natural armor
7th5d8+3+4+4+1-3*+2 Str, *+2 Con, *+1 natural armor, *DR 4/silver
8th6d8+4+5+5+22+ Int Mod.4*+2 Str, **bite 2d6, *DR 5/silver, bear feat (Endurance)
9th***6d8+4+5+5+2-4Curse of lycanthropy, *DR 10/silver

Wereboar

Wereboars are usually solitary, preferring the quiet of the forest and marshlands to the dangers of "civilized" societies. A few choose to live in small groups. Wereboars are aware that some civilized races hunt their kind for sport, and this realization doubtless contributes to their terrible tempers. Despite these facts, some wereboars successfully enter the world of civilized people. These wereboars serve as powerful wardens for certain liberal-minded nobles; others gain reputations as fearsome rebels against oppressive powers.

Wereboar Racial Traits

Size: The wereboar's animal form is medium.

Favored Class: Wereboar. The best multi-classing choices for a wereboar are barbarian or ranger.

Wereboar Class Skills:

The wereboar's Class Skills (and the key ability for each skill) are: Listen (Wis), Spot (Wis).

Wereboar Class Features

All of the following are Class Features of the wereboar class.

Weapon and Armor Proficiency: A wereboar is proficient with weapons and armor as described for the base creature's type.

Boar Feats: A wereboar gains Toughness at 1st level and Alertness at 5th level. These feats take the place of those normally gained by a character at 1st, 3rd, and 6th level. With DM permission, you may choose substitute feats. After the last level of the lycanthrope class, a lycanthrope character gains feats normally according to his character level.

Alternate Form (Su): A wereboar can assume the form of a boar or boar-humanoid hybrid. Consult the description of the alternate form ability in the lycanthrope template for more details. Unlike the lycanthrope template's alternate form ability, a wereboar in boar form or boar-humanoid hybrid form benefits from the changes to natural armor, abilities, special qualities, special attacks, natural attacks, and natural weapon damage according to its levels in the wereboar class.

Scent (Ex): A wereboar has the scent special quality in all forms.

Damage Reduction (Ex): At 1st level, a wereboar in boar or hybrid form gains damage reduction 1/silver. The amount of damage ignored increases as indicated on the Wereboar Advancement table, culminating in damage reduction 10/silver at 6th level.

Gore/Bite/Claws: At 1st level, the wereboar gains a gore attack in her animal form, the wereboar has two claw attacks and a bite attack in hybrid form. These are natural weapons dealing the indicated damage. If the lycanthrope has only one natural attack in animal form, it adds 1-1/2 times its Strength bonus to damage. The bite attack of a hybrid is always a secondary attack. When a natural attack is used as a secondary attack, the lycanthrope adds half its Strength bonus to damage.

Boar Empathy (Ex): At 4th level, a wereboar learns to communicate with boars and dire boars. This ability allows her to communicate simple concepts and (if the animal is friendly) simple commands. She also receives a +4 racial bonus on checks made to influence the attitudes of such creatures.

Iron Will: A wereboar gains Iron Will as a bonus feat at 3rd level.

Ferocity (Ex): At 5th level, a wereboar becomes such a tenacious combatant that she continues to fight without penalty even while disabled or dying. She can fight until she reaches -10 and dies.

Curse of Lycanthropy (Su): At 6th level, a natural wereboar can infect other creatures with lycanthropy. Any humanoid or giant hit by the gore attack of a natural wereboar in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Wereboar
CLHDBABFortRefWillSkill PtsCR Inc.Special
1st1d8+0+2+2+02+ Int Mod.1*+2 Con, +1 natural armor, *gore 1d6, boar feat (Toughness), alternate form, DR 1/silver, **bite 1d4, **2 claws 1d4, shapechanger subtype, scent.
2nd1d8+0+2+3+0-1*+2 Str, *+1 natural armor, DR 2/silver
3rd2d8+1+3+3+02+ Int Mod.2*+2 Con, *+2 Con, *+1 natural armor, Iron Will, *DR 2/silver, **Improved Grab
4th2d8+1+3+3+0-2*+2 Str, +2 Str, *+2 natural armor, *bite 1d6, DR 3/silver, boar empathy
5th3d8+2+3+3+12+ Int Mod.3*+2 Con, *+2 natural armor, ferocity, boar feat (Alertness), *DR 5/silver
6th***3d8+2+3+3+1-3Curse of lycanthropy, *DR 10/silver

Wererat

Wererats live closer to their humanoid kin than most other lycanthropes. Like their rodent brethren, they have managed to find their own niche within the dark corners of society. Usually viewed as plague-carrying vermin, they have nonetheless proven to be among the most successful lycanthropes at blending their extensive colonies with the throngs of humankind. Whole warrens of a city are sometimes converted into wererat enclaves. Although they are secretive and paranoid, wererats make fearsome enemies when provoked.

Wererat Racial Traits

Size: The wererat's animal form is Small.

Favored Class: Wererat. The best multi-classing choices for a wererat are rogue and fighter.

Wererat Class Skills:

The wererat's Class Skills (and the key ability for each skill) are: Climb (Str), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str).

Wererat Class Features

All of the following are Class Features of the wererat class.

Weapon and Armor Proficiency: A wererat is proficient with weapons and armor as described for the base creature's type.

Dire Rat Feat: A wererat gains Alertness at 1st level. This feat takes the place of those normally gained by a character at 1st and 3rd level. With DM permission, you may choose a substitute feat. After the last level of the lycanthrope class, a lycanthrope character gains feats normally according to his character level.

Alternate Form (Su): A wererat can assume the form of a dire rat or rat-humanoid hybrid. Consult the description of the alternate form ability in the lycanthrope template for more details. Unlike the lycanthrope template's alternate form ability, a wererat in rat form or rat-humanoid hybrid form benefits from the changes to natural armor, abilities, special qualities, special attacks, natural attacks, and natural weapon damage according to its levels in the wererat class.

Scent (Ex): A wererat has the scent special quality in all forms.

Damage Reduction (Ex): At 1st level, a wererat in dire rat or hybrid form gains damage reduction 1/silver. The amount of damage ignored increases as indicated on the Wererat Advancement table, culminating in damage reduction 10/silver at 4th level.

Bite/Claws: At 1st level, the wererat in animal form has a bite attack and in hybrid form gains a bite attack and two claw attacks. These are natural weapons dealing the indicated damage. If the lycanthrope has only one natural attack in animal form, it adds 1-1/2 times its Strength bonus to damage. The bite attack of a hybrid is always a secondary attack. When a natural attack is used as a secondary attack, the lycanthrope adds half its Strength bonus to damage.

Weapon Finesse: A wererat gains Weapon Finesse as a bonus feat at 2nd level.

Iron Will: A wererat gains Iron Will as a bonus feat at 3rd level.

Rat Empathy (Ex): At 3rd level, a wererat learns to communicate with rats and dire rats. This ability allows him to communicate simple concepts and (if the animal is friendly) simple commands. He also receives a +4 racial bonus on checks made to influence the attitudes of such creatures.

Disease (Ex): Filth fever - bite, Fortitude DC (10 + Con modifier), incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Curse of Lycanthropy (Su): At 4th level, a natural wererat can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a natural wererat in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Wererat
CLHDBABFortRefWillSkill PtsCR Inc.Special
1st1d8+0+2+2+22+ Int Mod.1*+2 Dex, +1 natural armor, *bite 1d4, *2 claws 1d4, dire rat feat (Alertness), alternate form, scent, DR 1/silver, shapechanger subtype, +8 racial bonus to Swim checks.
2nd1d8+0+2+2+2-1*+2 Dex, *+1 natural armor, Weapon Finesse, DR 3/silver, disease
3rd1d8+0+2+2+2-2*+2 Dex, *+2 Con, *+1 natural armor, *bite 1d6, *DR 5/silver, rat empathy, Iron Will
4th***1d8+0+2+2+2-2Curse of lycanthropy, *DR 10/silver

Weretiger

Weretigers maintain an air of nobility, no matter how savage their tastes. Regal in bearing, these feline predators are among the most powerful of lycanthropes, and they accept no others as equals. They are a near match in strength to the mighty werebears, but they possess the tenacity of wereboars coupled with enough savagery to quell a pack of werewolves. Clannish but social, weretigers occasionally establish themselves as rulers in humanoid lands. They surround themselves with luxuries when possible but have no problem living in the wild.

Weretiger Racial Traits

Size: The weretiger's animal form is Large.

Favored Class: Weretiger. The best multi-classing choices for a weretiger are ranger and fighter.

Weretiger Class Skills:

The weretiger's Class Skills (and the key ability for each skill) are: Balance (Dex), Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str).

Weretiger Class Features

All of the following are Class Features of the weretiger class:

Weapon and Armor Proficiency: A weretiger is proficient with weapons and armor as described for the base creature's type.

Alternate Form (Su): A weretiger can assume the form of a tiger or tiger-humanoid hybrid. Consult the description of the alternate form ability in the lycanthrope template for more details. Unlike the lycanthrope template's alternate form ability, a weretiger in tiger form or tiger-humanoid hybrid form benefits from the changes to natural armor, abilities, special qualities, special attacks, natural attacks, and natural weapon damage according to its levels in the weretiger class.

Scent (Ex): A weretiger has the scent special quality in all forms.

Bite/Claws: At 1st level, the weretiger gains a bite attack and two claw attacks. These are natural weapons dealing the indicated damage. The bite attack of a hybrid is always a secondary attack. When a natural attack is used as a secondary attack, the lycanthrope adds half its Strength bonus to damage.

Damage Reduction (Ex): At 1st level, a weretiger in hybrid or tiger form gains damage reduction 1/silver. The amount of damage ignored increases as indicated on the Weretiger Advancement table, culminating in damage reduction 10/silver at 9th level.

Tiger Feats: A weretiger gains Alertness at 1st level, Improved Natural Attack (claw) at 4th level, and Improved Natural Attack (bite) at 8th level. These feats take the place of those normally gained by a character at 1st, 3rd, 6th, and 9th level. With DM permission, you may choose substitute feats. After the last level of the lycanthrope class, a lycanthrope character gains feats normally according to his character level.

Tiger Empathy (Ex): At 4th level, a weretiger learns to communicate with tigers and dire tigers. This ability allows her to communicate simple concepts and (if the animal is friendly) simple commands. She also receives a +4 racial bonus on checks made to influence the attitudes of such creatures.

Iron Will: A weretiger gains Iron Will as a bonus feat at 6th level.

Improved Grab (Ex): To use this ability, the weretiger must be in tiger form and hit with a claw or bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake (if she has that ability).

Rake (Ex): Beginning at 5th level, the weretiger in tiger form gains the rake ability. These are two additional claw attacks that are always secondary attacks. See the description of the rake ability in the Glossary of the Monster Manual.

Ability Score Increase: At 5th level, the lycanthrope character may increase any ability score by one point.

Pounce (Ex): Beginning at 8th level, the weretiger in tiger form can make a full attack after a charge, including two rake attacks.

Curse of Lycanthropy (Su): At 9th level, a natural weretiger can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a natural weretiger in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Weretiger
CLHDBABFortRefWillSkill PtsCR Inc.Special
1st1d8+0+2+2+02+ Int Mod.1*+2 Str, +1 natural armor, *2 claws 1d4, *bite 1d4, tiger feat (Alertness), alternate form, scent, DR 1/silver, shapechanger subtype, +4 racial bonus Balance, Hide and Move Silently, ** racial bonus to Hide increases to +8 in grass or heavy undergrowth.
2nd2d8+1+3+3+02+ Int Mod.1*+2 Str, *+1 natural armor, **Improved Grab, *bite 1d6
3rd2d8+1+3+3+0-2*+2 Str, *+2 Con, *+1 natural armor, *DR 2/silver
4th3d8+2+3+3+12+ Int Mod.2*+2 Str, *2 claws 1d6, *bite 1d8, DR 3/silver, tiger feat (Improved Natural Attack [claw]), Run
5th4d8+3+4+4+12+ Int Mod.3*+2 Dex, *+2 Con, *DR 4/silver, ability score increase, **rake
6th5d8+3+4+4+12+ Int Mod.3*+2 Str, *+1 natural armor, tiger empathy, Iron Will
7th5d8+3+4+4+1-3*+2 Con, *+2 Dex, DR 5/silver
8th6d8+4+5+5+22+ Int Mod.4*+2 Str, *+1 natural armor, ** pounce, tiger feat (Improved Natural Attack[bite]), Endurance
9th***6d8+4+5+5+2-4Curse of lycanthropy, *DR 10/silver

Werewolf

Werewolves are justifiably the most feared of the lycanthropes. Their predatory instincts are incredibly strong, and their savagery is legendary. But while many werewolves have slaked their thirst for blood upon mankind, many who live among humans have managed to control their feral appetites and blend into society. Those who can subjugate their natural urges in this way are individuals of great inner discipline, and they often find themselves in leadership positions.

Werewolves sometimes live in small, remote village communities with others of their kind, where they exult in the union with their animal heritage. These secretive enclaves are hostile to strangers, and their members jealously guard the inner secrets of their kind.

Werewolf Racial Traits

Size: The werewolf's animal form is Medium.

Favored Class: Werewolf. The best multi-classing choices for a werewolf are barbarian, ranger, or fighter.

Werewolf Class Skills:

The werewolf's Class Skills (and the key ability for each skill) are: Hide (Dex), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis).

Werewolf Class Features

All of the following are Class Features of the werewolf class.

Weapon and Armor Proficiency: A werewolf is proficient with weapons and armor as described for the base creature's type.

Alternate Form (Su): A werewolf can assume the form of a wolf or wolf-humanoid hybrid. Consult the description of the alternate form ability in the lycanthrope template for more details. Unlike the lycanthrope template's alternate form ability, a werewolf in wolf form or wolf-humanoid hybrid form benefits from the changes to natural armor, abilities, special qualities, special attacks, natural attacks, and natural weapon damage according to its levels in the werewolf class.

Scent (Ex): A werewolf has the scent special quality in all forms.

Bite/Claws: At 1st level, the werewolf gains a bite attack in his animal and hybrid forms, and at 3rd level, he gains two claw attacks in his hybrid form. These are natural weapons dealing the indicated damage. The bite attack of a hybrid is always a secondary attack. When a natural attack is used as a secondary attack, the lycanthrope adds half its Strength bonus to damage.

Damage Reduction (Ex): At 1st level, a werewolf in hybrid or wolf form gains damage reduction 1/silver. The amount of damage ignored increases as indicated on the Werewolf Advancement table, culminating in damage reduction 10/silver at 5th level.

Wolf Feat: A werewolf gains Weapon Focus (bite) at 1st level. This feat takes the place of those normally gained by a character at 1st and 3rd level. With DM permission, you may choose a substitute feat. After the last level of the lycanthrope class, a lycanthrope character gains feats normally according to his character level.

Track: A werewolf gains Track as a bonus feat at 2nd level.

Trip (Ex): A 3rd-level or higher werewolf in animal form who hits with a bite attack can attempt to trip his opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the werewolf.

Wolf Empathy (Ex): At 4th level, a werewolf learns to communicate with wolves and dire wolves. This ability allows him to communicate simple concepts and (if the animal is friendly) simple commands. He also receives a +4 racial bonus on checks made to influence the attitudes of such creatures.

Iron Will: A werewolf gains Iron Will as a bonus feat at 4th level.

Curse of Lycanthropy (Su): At 5th level, a natural werewolf can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a natural werewolf in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.

Werewolf
CLHDBABFortRefWillSkill PtsCR Inc.Special
1st1d8+0+2+2+02+ Int Mod.1*+1 Str, *+1 Dex, +1 natural armor, *bite 1d4, alternate form, scent, DR 1/silver, shapechanger subtype, wolf feat (Weapon Focus [bite]), +4 racial bonus to Survival checks when tracking by scent.
2nd1d8+0+2+2+0-1*+1 Str, *+2 Con, *+1 natural armor, **2 claws 1d4, DR 2/silver, Track.
3rd2d8+1+3+3+02+ Int Mod.2*+2 Dex, *+1 natural armor, **bite 1d6, *DR 3/silver, **trip attack
4th2d8+1+3+3+0-2*+1 Dex, +2 Con, *+1 natural armor, Iron Will, DR 5/silver, wolf empathy
5th2d8+1+3+3+0-2Curse of lycanthropy, *DR 10/silver

Roleplaying the Beast Within

Each lycanthrope constantly wars with itself, pitting its humanoid rationality against the primal instincts of its animal nature. It vacillates constantly between cool reason and a nearly irrepressible predilection for violence. While natural lycanthropes are not helpless victims of their instincts in the same way as their afflicted cousins, it might take them years to gain complete control over their bestial impulses. A few give up trying altogether and revert almost entirely to animalistic behavior.

Each kind of lycanthrope might exhibit a number of behaviors typical to its type. These urges are primal instincts of its animal component. When roleplaying a lycanthrope character, consider the animal side of its personality. The sections below explore some possibilities for character traits of each type of lycanthrope described in this article.

Werebear Personality Traits

Werebears tend to be good-natured but secretive. They enjoy the company of friends, but they are slow to trust others. Fierce in defense of their allies and their beliefs, werebears can nevertheless be frightened by a show of superior force.

Hibernator: A werebear loves sleeping, particularly in winter and when injured. Your werebear character might be hard to awaken, rolling over and going back to sleep unless what disturbed it was an emergency. Your werebear character might be grumpy and groggy if forced to wake up when he'd rather be sleeping.

Sweet Tooth: Bears love sweet foods, and your werebear character might also. Pastries, plum wine, sugared tea, and of course, honey could be a nearly irresistible draw to your character.

Rage of the Mother Bear: The parenting instinct is strong within werebears, and your werebear character might extend this feeling to any child or any person he sees as weaker than himself.

The Itch: Bears suffer from itchy skin and are famous for scratching their backs against trees and stones. Your werebear character might take opportune moments to scratch his back against a post or the corner of a building.

Wereboar Personality Traits

Wereboars are temperamental beasts at best. They react poorly to being surprised and are quick to anger. Wereboars tend to be greedy, but they can be surprisingly generous when satisfied with what they have.

Glutton: Wereboars tend to gorge themselves on food, and your wereboar character might be something of a glutton. Alternatively, your wereboar character might eat no more than normal, but she might eat nearly constantly

Grotesque Palate: Beetles, worms, rotten vegetables, bone marrow - it's all food to boars. A wereboar might be obsessed with a particular type of food or drink, or it might like to eat something that most creatures find inedible.

Wallow: Boars love cooling down in a thick, muddy pool. A wereboar character might also enjoy wallowing in filth, but the desire could also be more abstract. A wereboar character might find slumming at the local dive or rubbing shoulders with rogues at the thieves guild an opportunity too sweet to pass up.

Wererat Personality Traits

Wererats live paranoid, frightened lives. Both predators and prey, they are constantly on the lookout for creatures that would do them harm. Their innate drive to find new lairs makes these consummate rogues experts at breaking and entering.

Fear of Cats: The rat's natural fear of cats could be reflected in a wererat as an irrational fear or hatred of felines.

Filthy: Wererats typically have little desire to employ personal hygiene. Your wererat character might not be adverse to a bath - it simply doesn't occur to him that there might be a need to do so.

Gnawer: Wererats typically have unusually large teeth in all their physical forms, and your wererat character might use his teeth when nervous or bored, idly chewing on a shield or another item.

Packrat: Your wererat character might be a notorious collector. Such a wererat might irrationally covet anything from a particular kind of gem to cast-off shoes - and feel compelled to do everything in his power to obtain it.

Weretiger Personality Traits

Even a low-born weretiger exhibits a regal bearing. Those rare folk who come to know a weretiger invariably extol her nobility as well as her grace.

Defiant Roar: A weretiger with this urge can issue a throaty growl that gives her a +i bonus on Intimidate checks. Whenever she hears a remark with which she strongly disagrees, she roars in defiance. Others who are aware of the weretiger's tendency can take advantage of this trait, gaining a +3 bonus on Sense Motive checks made against her.

Immaculate Fur: Cats are known for being particular about their cleanliness, and a weretiger might primp and preen in much the same way. Once your character has cleaned herself, she might insist on her comrades' cleanliness.

Stalker: The desire to hunt fills a weretiger. Whenever she comes upon someone she has sought out - be it friend or foe - she is filled with the urge to surprise the person. Some weretigers quell this desire to maintain their regal reputations, but others become prankish among friends.

Werewolf Personality Traits

Werewolves are among the most primal of the lycanthropes. They live from heartbeat to heartbeat in world filled with sights, scents, and sounds that remind them of the wilderness. Werewolves enjoy the company of other werewolves but tend to be laconic and distant with other creatures.

Howl of Triumph/Tragedy: A werewolf howls at the moon, but also to communicate its feelings. Any triumph or tragedy could be reason to bay and bark.

Scent of Recognition: Wolves explore the world with their noses, and your werewolf character might do this as well. A strange scent might drive your character wild with curiosity.

Territorial Marking: Wolves are territorial creatures that mark their territory. Your werewolf creature might claim the battlegrounds of fights it wins by placing a special marker or scratching a symbol or his name onto a surface.


[Back]
Monster Prestige Classes