Werevulture (adapted from the Creature Collection and Sandstorm)
Combat
Like vultures, werevultures are normally not aggressive except over a food source. Werevultures can be terrifying opponents when provoked. If forced into combat, a werevulture attempts to win by any means necessary, and eats the victim afterward.
"Werevulture" is a template that can be added to any humanoid creature, that creature referred to hereafter as the "character". The werevulture takes on the characteristics of a vulture, referred to hereafter as the "animal". Creatures with this template use all of the base creature's statistics and special abilities, except as noted here:
- Lycanthropic Affinity (Su): Werevultures can communicate and empathize with normal or dire vultures. This gives them a +4 bonus on checks made to influence the vulture's attitude and allows the werevulture to communicate simple concepts and (if the animal is friendly) commands to the animal, such as "friend", "foe", "flee", or "attack".
- Curse of Lycanthropy (Su): Any humanoid injured by a werevulture but not actually killed has a chance to contract lycanthropy after the encounter is over. This chance equals 1% per point of damage dealt by the lycanthrope's natural attacks; if several lycanthropes of the same type injure the character, add the chances together. Damage from different types of lycanthropes must be tracked separately. A character killed by a lycanthrope and then raised or resurrected has a 100% chance of contracting lycanthropy.
- Alternate Form (Su): All werevultures can shift into the form of a vulture and a humanoid-vulture hybrid. Changing to or from hybrid or animal form is a full-round action. Upon assuming natural form, the lycanthrope regains hit points as if having rested for a day. If slain, the lycanthropic creature reverts to its humanoid form, though it remains dead. A part of the body separated from the whole retains its natural form however. This shapeshifting ability can be difficult for some lycanthropes to control.
- Damage Reduction (Su): A werevulture's animal or hybrid form gains damage reduction 15/silver.
- Low-Light Vision (Ex): The werevulture gains low-light vision in any form.
- Scent (Ex): The werevulture gains scent in any form.
- Slow Fall (Ex): A werevulture in hybrid form has wings that are not strong enough to permit flight, but allow the werevulture to glide. A werevulture in hybrid form is treated as if it had feather fall cast upon it whenever it falls. A werevulture in hybrid form can elect to fall faster, but suffers the normal consequences from doing so.
Lycanthropy As an Affliction
When a character contracts lycanthropy through a lycanthrope’s natural attacks (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.
Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
Werecultures as Characters
Becoming a werevulture does not necessarily change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.
- Abilities: +2 Wisdom. In vulture or hybrid form the werevulture character suffers a penalty of -2 Strength, and gains +4 Dexterity, and +8 Constitution.
- Size: Same as the base creature or the base animal form.
- Saves: Werevultures gain a +2 bonus to Fortitude saves against normal diseases but not supernatural or magic diseases such as mummy rot.
- Racial Hit Dice: A werevulture gains 1d8 racial hit die. As a result of this hit die, a werevulture has, +2 base Fortitude save bonus and +2 base Reflex save bonus.
- Racial Skills: A werevulture adds skill points for its animal Hit Dice. It gains skill points equal to (2 + Intelligence modifier, minimum 1) x 4. The werevulture's racial skills are Spot and Survival. The werevulture’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the werevulture’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
- Racial Feats: Werevultures gain Track and Iron Will as bonus feats.
- +2 natural armor bonus in any form.
- Special Qualities: Alternate forms (vulture and vulture-humanoid hybrid), vulture empathy, curse of lycanthropy (in animal or hybrid form only), slow fall, low-light vision, and scent. In addition, a werevulture gains damage reduction as follows:
- Afflicted lycanthrope: Damage reduction 5/silver (in animal or hybrid form only).
- Natural lycanthrope: Damage reduction 10/silver (in animal or hybrid form only).
- Automatic Languages: As base creature.
- Favored Class: Same as the base creature.
- Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural).
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