Werewolves: Werewolves are perhaps the most numerous lycanthropes in all the worlds. They're especially common in DnD, Ravenloft and FR. Like most wolves, werewolves prefer wooded terrain. In beast form, thier hearing and sense of smell are excellent. Their wolf vocabulary includes yipes, barks, growls, whines, and howls. The howl can be heard up to five miles away, and causes unease in those who hear it. Werewolves are chaotic creatures. They beastly anture urges them to hunt and kill. According to many tales, werewolves are cursed to hunt the ones they love. In truth, when the moon is full a werewolf may become lost in the blood-lust of his beast form and kill any prey he finds alone or vulnerable-including people he knows. The Brethren-werewolves and thier wolf followers-gather in packs, each with its own leader, hierarchy, and territory. A pack generally consists of 1d4 werewolves and 2d4 wolves with a territory of about 56 square miles (an 8 mile hex). Territories can support larger packs only if the werewolves hunt domestic animals or import more wild animals. The werewolves dominate the normal wolves and may fight among themselves for the right to lead the pack. Despite this squabbing, a strong bond unites the pack. When one member is threatened, the entire pack responds. Occasionally, neighboring werewolves unite their packs into a single desvastating force. The leaders of each pack may challenge one another for positions with in th chain of command. The hierarchy generally falls along experienced levels, with the most experienced werewolf commanding the entire pack. Any werewolf who wishes to be above another werewolf in the chain of command must challenge him. If the opponent accepts the challenge, they must fight to the death, or until one submits. Declining a challenge indicates acceptance of the othre werewolf's authority. Werewolves usually know human identities of their fellow pack members. They vow to guard this knowledge with their lives, for discovery would jeopardize the entire pack. **** PC Werewolves **** When in human form, many werewolves try to hide thier nature and live normal lives. This can be difficult. Werewolves must take care to avoid silver and wolfsbane-their reactions to these substances may expose thier secrets. Equally noticeable are the reactions animals have to werewolves. Horses show fear, and may strike out or bolt from the werewolves's presence. Dogs may challenge a werewolf intruding thier territory-to them, a werewolf smells more like a rival dog than a human. Wild wolves, on the other hand, may be drawn to the werewolf's abode. It's not uncommon for werewolves to have "pet" wolves hanging around. Werewolves may retain some physical characteristics of their human form when in wolf form. For instance, a human who limps may also limp in wolf form. Black-haired werewolves are black-furred in wolf form; auburn-haired werewolves have a touch of red in thier gray fut. As with normal wolves, most werewolves are paler on their outside (throat, chest, and belly). Eye color remains the same in human or in wolf forms. Generally, tha larger a werewolf in human form, the larger he is in beast form.Most werewolves weigh, in wolf or wolf-man form, 1.5 times their human weight.A 6' werwolf weighing 170 lbs (in human form) stands about 3' at the shoulder in wolf form, weighs 225 lbs, and is a little over 6' long (including tail). Werewolf Level Advancement Table Experience Special Level XP HD Abilities AC ---------- --------- --- --------- --- Cub -12,000 1d8 I 7 Whelp -9,000 2d8 II. III 7 Scamp -6,000 3d8 IV, V 6 (NM) 0 4d8 VI, VII 5 1 12,000 5d8 - 2 36,000 6d8 - 3 84,000 - VIII 4 180,000 7d8 - 5 372,000 8d8 IX 6 672,000 9d8 - 7 972,000 - X (wolf) 8 1,272,000 10d8 - 9* 1,572,000 +2 hp Wolf-Man * + 300,000 XPs per level thereafter. + 2 hit points per level thereafter Constitution bonus no longer apllies. Special Abilities ------------------ I.- Must take wolf form the night of the full moon, as well as the preceding ando following nights. Can take wolf form any night the moon is visible. II.- Normal Weapons do 1/2 damage (round up). Can transform at night (even without the moon). III.- Can speak with wolves and other werewolves while in wolf form. IV.- Can take wolf form at any time, including day-time. V.- Normal Weapons do only 1/4 damage. VI.- Immune to normal Weapons. VII. Can summon 1d2 normal wolves, provided some are in the area. Wolves arrive in 1d4 rounds if in the immediate vicinity; otherwise 1d4 turns. A werewolf can summon 1d4 wolves at 2nd-level; 1d6 at 4th-level; 1d8 at 6th-level; and 1d10 at 8th-level. Every 4 levels thereafter, add 1d10. Werewolves at 1st level and higher can summon and command Dire wolves as wellas normal wolves. VIII.- Can recover 1d4+1 hp for every full day and night of rest while remaining in were-form; increase by +1 every 3 additional levels. IX.- Can summon werewolves as well as normal wolves. The DM determines how many of the creatures summoned are werewolves. X.- (wolf) Thw Howling. At 7th level and above, werewolves can utter an eerie howl so terrifying that any creature hearing it must save vs. spells or run away in fear. Intelligent creatures lucky enough to be inside when a werewolf howls frantically lock all entrances and take similar precautions. The effect of howling have a range of 180 yards (180' if the sound must penetrate buildings or other barries to reach the victim) and last for one turn. Each day, a werewolf can howl once. Werewolves can't select individual victims-everyone within range may be affected. Creatures with many HD or experience levels as the howler are immune. The Wolf-Man ------------- At 9th level (1,572,000 XP), a werewolf gains the ability to transform into a wolf-man. This beast-man form has the head of a wolf and the body of a human with thick fur and elongated, claw-tipped fingers. A wolf-man has all the capabilities that come with mastering the beast-man form. Combat ------ A werewolf's natural AC at normal monster level and above is 5, plus or minus any dexterity bonuses for the beast form. His move is 180' (60') Werewolves attack with one bite per turn, doing 2d4 points of damage (cubs do only 1d4). When running with the pack, preferred tactics include surrounding the prey, attacking from all directions simultaneously; luring the prey into an ambush (a favorite when hunting were-hunters); or chasing the prey in relays until weakest or slowest victims succumbs to exhaustion. A werewolf's morale is normally 8. Carrying Capacities ------------------- A werewolf can carry 1,000 cn at full speed; 2,000 cn at 1/2 speed. This assumes some method of securing the load to the werewolf's back-a rider clinging to his fur, or a pack harnessed around his chest. For werewolves with beast-form armor, the barding multiplier is x 1/2. Arex The Magnificent __________________________________________________________________________ | | |\ | Manuel Fernandez | "TO LIVE IN FEAR IS TO NOT LIVE AT ALL" || | Saltillo Coahuila Mexico | || | TXMMIFT@TXM.ERICSSON.SE | || |_____________________________|___________________________________________|| \_____________________________\__________________________________________\|