Wereraven (adapted from Twisted Lore)
A wereraven in its humanoid form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily. Were ravens prefer to avoid direct combat with their enemies, leading their enemies into traps rather than directly engaging them. If they must attack, they ambush their enemies in dire raven form until the enemies are weak enough to face on foot. Wereravens are known for attacking caravans carrying shiny objects simply to steal them.
"Wereraven" is a template that can be added to any humanoid creature, that creature referred to hereafter as the "character". The wereraven takes on the characteristics of a dire raven, 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): Wereravens can communicate and empathize with normal or dire ravens. This gives them a +4 bonus on checks made to influence the raven's attitude and allows the wereraven 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 wereraven 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 wereravens can shift into the form of a dire raven and a dire raven-humanoid hybrid. Changing to or from animal or hybrid form is a full-round action. In hybrid form, a wereraven appears as a feathery humanoid with clawed feet, small wings, and feathery arms ending in black humanoid hands. In hybrid form, wereravens cannot attack with their beaks. They cannot fly, but can glide to the ground as if under the effects of feather fall. In animal form, wereavens are Medium-size birds with powerful claws and beaks. 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 wereraven's animal and hybrid forms gain damage reduction 15/silver.
- Low-Light Vision (Ex): The wereraven gains low-light vision in any form.
- Scent (Ex): The wereraven gains scent in any form.
- Enchantment Resistance (Ex): Naturally crafty, wereravens gain a +2 bonus to saving throws against enchantment spells and effects.
- Slow Fall (Ex): A wereraven in hybrid form has wings that are not strong enough to permit flight, but allow the wereraven to glide. A wereraven in hybrid form is treated as if it had feather fall cast upon it whenever it falls. A wereraven 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 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.
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).
Wereravens as Characters
Becoming a wereraven 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 dire raven or hybrid form the wereraven character gains +4 Strength, +10 Dexterity, and +4 Constitution.
- Size: Same as the base creature or the base animal form.
- Racial Hit Dice: A wereraven gains 3d8 racial hit dice. As a result of these hit dice, a wereraven has +2 Base Attack Bonus, +3 base Fortitude save bonus, +3 base Reflex save bonus, and +1 base Will save bonus.
- Racial Skills: A wereraven adds skill points for its animal Hit Dice. It gains skill points equal to (2 + Intelligence modifier, minimum 1) x 6. The wereraven's racial skills are Listen and Spot. The wereraven’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 wereraven’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
- Racial Feats: Wereravens gain Flyby Attack, Multiattack, Weapon Finesse, and Iron Will as bonus feats.
- +2 natural armor bonus in any form.
- Special Qualities: Alternate form (dire raven or dire raven-humanoid hybrid), raven empathy, curse of lycanthropy (in animal or hybrid form only), enchantment resistance, slow fall, low-light vision, and scent. In addition, a wereraven 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 +4 (afflicted) or +5 (natural).