"We are not monsters", the werewolf told me in its rough voice. With a furry gray forefinger it scratched absently at the side of its snout while it spoke. The beast's long black lip curled under the claw as it scratched, exposing a row of yellowed canine teeth.
"We are not monsters", it repeated, calmly emphasizing the point. "We are like you, like the birds and the deer and, yes, like the wolves. We are all the creations of the gods. We all do that which is in our natures to do, following the natural imperatives incorporated into every fiber of our beings. None has any choice in the matter; but we werecreatures are really quite content with the reality of the situation, unlike most humans.
"We are no different, me and my kind, from any other predators. It is merely human arrogance that labels us with the term "monster". Since we have the temerity to feed upon the self-styled kings of creation, we are hated and feared".
The creature chuckled quietly. "If deer had the power of speech", it mused, "I wonder what horrible tales they would tell of that monster humanity..".
- From the personal journals of Dr. Van Richten
Dungeon Master Appendix
As Dr. Van Richten noted
earlier, virtually any
predator between the size
of a small dog and a large
bear can provide the basis
for a lycanthrope phenotype. Most but
not all werebeasts are mammals, and
most but not all of them are pure
carnivores. The Monstrous Manual
tome lists the most common, and
probably most useful, of lycanthropes,
but it's always a good idea to throw
new creatures at the players -
particularly in Ravenloft.
So how does a DM go about creating a new lycanthrope from scratch?
There are six attributes to consider:
phenotype, appearance, gaming statistics, special abilities, vulnerabilities,
and society. Each of these is described
in the following pages. To render the process as clear as possible, a sample
new lycanthrope, the werebadger, is
developed concordantly. The finished
monster is detailed in Appendix. This procedure focuses upon the
design of a true lycanthrope, but the
process remains much the same for infected werebeasts.
Phenotype
The animal you choose will determine
some of the creature's characteristics,
including its most likely habitat. For this
example, the lycanthrope is a werebadger (suitable for use in temperate
climes both above ground and below).
Appearance
The next step is to decide on the
appearance of each of the creature's three aspects: human, animal, and
hybrid.
Human
The primary form of the lycanthrope is
that of a human (or demihuman). Pick
the race that's appropriate for the
adventure or encounter you have in
mind. The creature's appearance
usually will be reminiscent of the
animal aspect. A werebadger is most
commonly a dwarf in (demi)human
form. The lycanthrope may display
one or more of the features commonly
associated with werebeasts in their
(demi)human form. For example, its
forefingers may be abnormally long -
the same length as its second fingers -
or the lycanthrope's hair or beard
might have a white stripe in it, like the
pelt of a badger.
The demeanor of the human form is
also a characteristic of its appearance.
A wereboar might be extremely ill
tempered while a werefox might be
flirtatious. The werebadger is likely to
be an unassuming loner until
provoked, at which time it would show
startling aggressiveness.
Animal
The secondary form of the werebeast -
that of an animal - is easiest to design,
as a lycanthrope in that form generally
resembles a larger version of the natural beast - larger than average, but not
so much larger that its lycanthrope
nature is obvious. (Note that the wererat is an exception, for its animal
aspect resembles a giant rat. This point
raises the possibility that other werebeasts might be able to transfigure into
giant-monster forms of animals. While
this is left up to the individual DM, such
cases should be very rare.)
The werebadger is one such case;
this lycanthrope's animal form is that
of a giant badger.
Closer inspection of various body
traits may yet betray the werebeast's
identity. For example, its eyes might show a faint spark of unnatural intelligence, or perhaps a bit of whiteness
around the irises. In any case, this feature shouldn't be immediately obvious,
and the creature might well be able to
suppress such characteristics in order
to appear a simple "dumb animal".
The lycanthrope's eyes might glow
faintly red at night, but in such a way
that a player character would attribute
it to the reflection of a light source like
a fire.
Hybrid
The tertiary form of the lycanthrope
should combine animal and human
features. The overall shape is largely
humanoid, yet animal features, subtle
or conspicuous, render this the most
identifiable lycanthrope form.
A werebadger in hybrid aspect is
dwarf-sized, its hands might resemble
paws, yet still retain opposable thumbs.
Its face might have a pronounced,
badger-iike face with whiskers.
Gaming Statistics
The easiest way to determine the
werecreature's statistics is to extrapolate from those of existing lycanthropes. In general, a werebeast's
attributes are proportional to the relative size of its animal aspect. A bear is
larger and more powerful than a wolf,
for example; thus, a werebear should
generally be a tougher opponent than a
werewolf. (Of course, those vulnerabilities specific to a bear, like a fear of
dogs, can greatly alter the relative challenge of an encounter.)
Badgers are Small creatures but are
very strong, due to the fact that they dig
burrows in which to live. This strength
should be reflected, despite the beast's
smalt size and claws. Damage of 1d6/
1d6/1d4 (claw/claw/bite) seems about
right. THAC0 depends on Hit Dice -
15 for our werebadger.
Armor Class (AC) depends upon the
innate toughness (thickness of hide,
etc.), speed, and dexterity of the natural animal. Werebears have a low AC largely because they're such powerful,
thick-skinned animals. However, a
wererat's AC derives mainly from its
quick, darting movements, which allow
it to evade a blow. Since badgers are
small, low to the ground, and have a
thick, furry hide, an AC of 5 seems
about right for our werebadger.
Don't forget that the Armor Class
may alter with the lycanthrope's own
change of form. A hybrid's AC should
lie somewhere between that of the
animal form and AC 10 (since armor
owned by a werebeast would have to
be donned after the change). Consider
how much of the animal form's natural
AC would remain with a hybrid. Our
werebadger would certainly lose some
of its advantages - namely, being
low-slung and the thickness of hide in
hybrid aspect - so AC 7 seems about
right.
Of course, attribute scores and
armor dictate the AC of the human
form.
Most other attributes derive from the
nature of the phenotype. Badgers tend
to live alone, unless it's a mother with
young. While they prefer to avoid confrontations with creatures larger than
themselves, they are fierce fighters if
cornered or protecting young. Badgers
are not solely predators, but omnivores. Our werejaguar might have
treasure class M, Q, or V, if any. While
normal badgers are neutral in alignment, a werebadger (especially in
Ravenloft) would have an alignment of
chaotic evil. Number appearing would
normally be 1. Badgers are aggressive
fighters when provoked, so a Morale of
Elite (14) is appropriate.
Special Abilities
Certain types of lycanthropes, by
virtue of their phenotype, gain some
special capabilities. For example,
werefoxes have an ability to charm
victims. A werebeast's special skill
k might be magical or simply a physical ability. It might be arbitrary or related in some way to the phenotype. DMs
have a free hand in this area, giving
them the chance to create unique (and
PC-surprising) lycanthropes.
Our werebadger is a skilled digger
and, as mentioned, can be quite
ferocious when angered. Extrapolating
from this, werebadgers are likely to do
more damage with their claws than
with their teeth, and they also may go
berserk in combat.
Vulnerabilities
Each werebeast has at least one
nonmagical vulnerability. Most, but not
all, creatures of a particular phenotype
share the same vulnerability
(werewolves fear silver, for example).
DMs should first decide upon a basic
vulnerability for a new phenotype, and
then decide whether the individual
creature(s) in question conforms to the
generic weakness. The vulnerability
might be something traditional
(wolfsbane, silver, etc.), or it might be
symbolically related to the nature of
the phenotype.
As noted elsewhere in this text, the
oil of poppy seeds (and to a lesser
extent, the seeds themselves) are
poisonous to werebadgers.
Society
Social behavior should relate to the
characteristics of the natural animal. If
the animal is pack-oriented, the
lycanthrope will be social. If it is
aggressively territorial, so is the
lycanthrope. These creatures are
intelligent, however, so they can
suppress their natural tendencies if
necessary. The propensities will
remain, however, even if they're not
obvious, and they will tend to color the
creatures' philosophies and behaviors.
Badgers are often solitary. Hence,
the werebadger might be a lone
adventurer or a hermit living on the
outskirts of a settlement.
Sample Triggers
Appearance of a comet
Emergence of spring flowers
Entering a specific locale or type of
terrain (swamp, graveyard,
mountains, childhood home, etc.)
Exposure to a particular type of
plant, animal, or mineral
Extreme fear
Healing magic
Hunger
Intense anger or embarrassment
Intense passion
Lunar or solar eclipse
Necromantic magic (or magic from
any specific sphere or school)
Participation in combat
Particular sound or music
Phase of the moon
Physical pain
Seeing a particular image or type of image
Sighting the phenotypic animal
(a were-wolf changes at the sight of a wolf)
Sight or smell of blood
Sleep
Snowfail
Solstice or equino
Sunset or sunrise
Thunderstorm
Total darkness
Sample Weapon Vulnerabilities
Bone
Bronze
Cold iron
Copper
Flint
Gold
Lead
Obsidian
Silver
Wood (specific type)
Sample Chemical Susceptibilities
Aloe
Amaranth
Belladonna
Camphor
Chamomile
Clover
Fennel
Garlic
Ginseng
Ipecac
Juniper berries
Laburnum extract
Lotus
Mandrake
Mangrove leaves
Mistletoe
Mercury
Poppy
Quince
Saffron
Skullcap
Sulfur
Tamarind
Wolfsbane
Sample Special Powers
+2 bonus to resist bloodlust
Breath weapon (as stinking cloud spell)
Can enter btoodlust at will
Can sense presence and location of
"infective progeny"
Charm by gaze
Charm by voice
Fear by voice
Gaseous form
Magic resistance (1d8 x 5%)
Regeneration (1 hit point/round)
Rogue skills (climb walls, hide in
shadows, move silently: 50%-95%
chance)
Summon animal allies
Super jump
Two attacks per round
Waterwalk