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Special Conversion Thread: Lycanthropes and their ilk
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<blockquote data-quote="Cleon" data-source="post: 6989737" data-attributes="member: 57383"><p>I guess we should also consider whether to both doing an ordinary "Werecobra" using the standard Lycanthrope template on the SRD <a href="http://www.d20srd.org/srd/monsters/snake.htm#viperSnake" target="_blank"><strong>Large Viper</strong></a> or maybe stretch the rules and apply it to the CC's magical beast <strong><a href="http://www.enworld.org/creaturecatalog/Conversions/Snake,%20Giant%20Cobra.htm" target="_blank">Giant Cobra</a></strong> conversion?</p><p></p><p>We've already done a few Magical Beast werecreatures with the Greater Wererats, after all.</p><p></p><p>The problem I have is that while both produce a Werecobra with the right Hit Dice (namely 4) the template would produce a Large sized Hybrid form, which doesn't seem right.</p><p></p><p>Here's a Homebrew of a Large Viper Lycanthrope I happen to have lying about. I'm thinking a 2 HD Medium Viper would work better as a base creature.</p><p></p><p></p><p><strong>Wereviper, Human Form</strong></p><p>Medium Humanoid (Human, Shapechanger)</p><p><strong>Hit Dice:</strong> 1d8+1 plus 3d8 (18 hp)</p><p><strong>Initiative:</strong> +4</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 16 (+4 chainshirt, +2 natural), touch 10, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +3/+4</p><p><strong>Attack:</strong> Rapier +4 melee (1d6+1/18–20) or composite shortbow [+1 Str] +3 ranged (1d6+1/×3)</p><p><strong>Full Attack:</strong> Rapier +4 melee (1d6+1/18–20) or composite shortbow [+1 Str] +3 ranged (1d6+1/×3)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> —</p><p><strong>Special Qualities:</strong> Alternate form, viper empathy, low-light vision, scent</p><p><strong>Saves:</strong> Fort +6, Ref +3, Will +3</p><p><strong>Abilities:</strong> Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8</p><p><strong>Skills:</strong> X</p><p><strong>Feats:</strong> Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)</p><p><strong>Environment:</strong> Temperate marshes </p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p><strong>Wereviper, Viper Form</strong></p><p>Large Humanoid (Human, Shapechanger)</p><p><strong>Hit Dice:</strong> 1d8+1 plus 3d8 (18 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed:</strong> 20 ft. (4 squares), climb 20 ft., swim 20 ft.</p><p><strong>Armor Class:</strong> 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +3/+8</p><p><strong>Attack:</strong> Bite +6 melee (1d4+1 plus poison)</p><p><strong>Full Attack:</strong> Bite +6 melee (1d4+1 plus poison)</p><p><strong>Space/Reach:</strong> 10 ft./5 ft.</p><p><strong>Special Attacks:</strong> Curse of lycanthropy, poison</p><p><strong>Special Qualities:</strong> Alternate form, viper empathy, damage reduction 10/silver, low-light vision, scent</p><p><strong>Saves:</strong> Fort +6, Ref +6, Will +3</p><p><strong>Abilities:</strong> Str 13, Dex 17, Con 12, Int 10, Wis 11, Cha 8</p><p><strong>Skills:</strong> X</p><p><strong>Feats:</strong> Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)</p><p><strong>Environment:</strong> Temperate marshes </p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p><strong>Wereviper, Hybrid Form</strong></p><p>Large Humanoid (Human, Shapechanger)</p><p><strong>Hit Dice:</strong> 1d8+1 plus 3d8 (18 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>Armor Class:</strong> 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +3/+8</p><p><strong>Attack:</strong> Rapier +5 melee (1d8+1/18–20) or claw +5 melee (1d6+1) or composite shortbow [+1 Str] +5 ranged (1d8+1/×3)</p><p><strong>Full Attack:</strong> Rapier +5 melee (1d8+1/18–20) and claw +0 melee (1d6) and bite +0 melee (1d8); or 2 claws +5 melee (1d6+1) and bite +0 melee (1d8); or composite shortbow [+1 Str] +5 ranged (1d8+1/×3)</p><p><strong>Space/Reach:</strong> 10 ft./10 ft.</p><p><strong>Special Attacks:</strong> Curse of lycanthropy</p><p><strong>Special Qualities:</strong> Alternate form, viper empathy, damage reduction 10/silver, low-light vision, scent</p><p><strong>Saves:</strong> Fort +6, Ref +6, Will +3</p><p><strong>Abilities:</strong> Str 13, Dex 17, Con 12, Int 10, Wis 11, Cha 8</p><p><strong>Skills:</strong> X</p><p><strong>Feats:</strong> Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B)</p><p><strong>Environment:</strong> Temperate marshes </p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 5</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p>The Wereviper presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.</p><p></p><p><strong>COMBAT</strong></p><p>Tactics.</p><p></p><p><strong>Alternate Form (Su):</strong> A wereviper can assume the form of a viper or a viper-humanoid hybrid.</p><p></p><p><strong>Curse of Lycanthropy (Su):</strong> Any humanoid or giant hit by a wereviper’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.</p><p></p><p><strong>Viper Empathy (Ex):</strong> Communicate with vipers, and +4 racial bonus on Charisma-based checks against vipers.</p><p></p><p><strong>Poison (Ex):</strong> A wereviper in animal form has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 12. The save DC is Constitution-based.</p><p></p><p><strong>Skills:</strong> Werevipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks.</p><p></p><p>A wereviper in animal form can always choose to take 10 on a Climb check, even if rushed or threatened. Werevipers use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.</p><p></p><p>A wereviper in animal form has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p></blockquote><p></p>
[QUOTE="Cleon, post: 6989737, member: 57383"] I guess we should also consider whether to both doing an ordinary "Werecobra" using the standard Lycanthrope template on the SRD [URL="http://www.d20srd.org/srd/monsters/snake.htm#viperSnake"][B]Large Viper[/B][/URL] or maybe stretch the rules and apply it to the CC's magical beast [B][URL="http://www.enworld.org/creaturecatalog/Conversions/Snake,%20Giant%20Cobra.htm"]Giant Cobra[/URL][/B] conversion? We've already done a few Magical Beast werecreatures with the Greater Wererats, after all. The problem I have is that while both produce a Werecobra with the right Hit Dice (namely 4) the template would produce a Large sized Hybrid form, which doesn't seem right. Here's a Homebrew of a Large Viper Lycanthrope I happen to have lying about. I'm thinking a 2 HD Medium Viper would work better as a base creature. [B]Wereviper, Human Form[/B] Medium Humanoid (Human, Shapechanger) [B]Hit Dice:[/B] 1d8+1 plus 3d8 (18 hp) [B]Initiative:[/B] +4 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 16 (+4 chainshirt, +2 natural), touch 10, flat-footed 16 [B]Base Attack/Grapple:[/B] +3/+4 [B]Attack:[/B] Rapier +4 melee (1d6+1/18–20) or composite shortbow [+1 Str] +3 ranged (1d6+1/×3) [B]Full Attack:[/B] Rapier +4 melee (1d6+1/18–20) or composite shortbow [+1 Str] +3 ranged (1d6+1/×3) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] — [B]Special Qualities:[/B] Alternate form, viper empathy, low-light vision, scent [B]Saves:[/B] Fort +6, Ref +3, Will +3 [B]Abilities:[/B] Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 [B]Skills:[/B] X [B]Feats:[/B] Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B) [B]Environment:[/B] Temperate marshes [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +3 [B]Wereviper, Viper Form[/B] Large Humanoid (Human, Shapechanger) [B]Hit Dice:[/B] 1d8+1 plus 3d8 (18 hp) [B]Initiative:[/B] +7 [B]Speed:[/B] 20 ft. (4 squares), climb 20 ft., swim 20 ft. [B]Armor Class:[/B] 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 [B]Base Attack/Grapple:[/B] +3/+8 [B]Attack:[/B] Bite +6 melee (1d4+1 plus poison) [B]Full Attack:[/B] Bite +6 melee (1d4+1 plus poison) [B]Space/Reach:[/B] 10 ft./5 ft. [B]Special Attacks:[/B] Curse of lycanthropy, poison [B]Special Qualities:[/B] Alternate form, viper empathy, damage reduction 10/silver, low-light vision, scent [B]Saves:[/B] Fort +6, Ref +6, Will +3 [B]Abilities:[/B] Str 13, Dex 17, Con 12, Int 10, Wis 11, Cha 8 [B]Skills:[/B] X [B]Feats:[/B] Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B) [B]Environment:[/B] Temperate marshes [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +3 [B]Wereviper, Hybrid Form[/B] Large Humanoid (Human, Shapechanger) [B]Hit Dice:[/B] 1d8+1 plus 3d8 (18 hp) [B]Initiative:[/B] +7 [B]Speed:[/B] 30 ft. (6 squares) [B]Armor Class:[/B] 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 [B]Base Attack/Grapple:[/B] +3/+8 [B]Attack:[/B] Rapier +5 melee (1d8+1/18–20) or claw +5 melee (1d6+1) or composite shortbow [+1 Str] +5 ranged (1d8+1/×3) [B]Full Attack:[/B] Rapier +5 melee (1d8+1/18–20) and claw +0 melee (1d6) and bite +0 melee (1d8); or 2 claws +5 melee (1d6+1) and bite +0 melee (1d8); or composite shortbow [+1 Str] +5 ranged (1d8+1/×3) [B]Space/Reach:[/B] 10 ft./10 ft. [B]Special Attacks:[/B] Curse of lycanthropy [B]Special Qualities:[/B] Alternate form, viper empathy, damage reduction 10/silver, low-light vision, scent [B]Saves:[/B] Fort +6, Ref +6, Will +3 [B]Abilities:[/B] Str 13, Dex 17, Con 12, Int 10, Wis 11, Cha 8 [B]Skills:[/B] X [B]Feats:[/B] Combat Reflexes, Improved Initiative, Iron Will (B), Weapon Finesse (B) [B]Environment:[/B] Temperate marshes [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 5 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +3 The Wereviper presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. [B]COMBAT[/B] Tactics. [B]Alternate Form (Su):[/B] A wereviper can assume the form of a viper or a viper-humanoid hybrid. [B]Curse of Lycanthropy (Su):[/B] Any humanoid or giant hit by a wereviper’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. [B]Viper Empathy (Ex):[/B] Communicate with vipers, and +4 racial bonus on Charisma-based checks against vipers. [B]Poison (Ex):[/B] A wereviper in animal form has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 12. The save DC is Constitution-based. [B]Skills:[/B] Werevipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A wereviper in animal form can always choose to take 10 on a Climb check, even if rushed or threatened. Werevipers use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A wereviper in animal form has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [/QUOTE]
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