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Curse of the Moon

New Rules and Variants for Lycanthropes

by Sean K Reynolds
Requires use of the Dungeons & Dragons Third Edition Core Books, published by
Wizards of the Coast, Inc. This book utilizes updated material from the v. 3.5 revision.

Additional Credits
Creative Director: Sean K Reynolds
Design: Sean K Reynolds
Editing: Penny Williams
Cover: Sean K Reynolds and Clipart.com
Interior Illustrations: Andy Hopp, ClipArt.com
Developer: Sean K Reynolds
Proofreading: Je Alex Blake Bristol, Aaron Cale,
Alfred Neutronium Dragon Hailey, Michael
Munro, John Belatrix Murray, & Mike Ring
Design & Typeseing: Marc Schmalz
Playtesters: Lou Agresta, Alexander Austin, Heather
Beecher, Maieu Begin, Ma Budner, Stewart Boyles,
Ross Cook, Ma Donaldson, Clay Fleischer, JanPhilipp Grtler, David Hall, Kristian Hartmann,

William Johnson, Eric Lonsbury, Stephen Saunders,


Clemens Schfer, Conrad Schfer, Mark Serrahn,
Christian Stone, David Wetzel, Michelle Wetzel
Additional Spell Ideas: Alfred Neutronium Dragon
Hailey (lycanthrope shapes) and Michael Munro
(moonlight to sunlight)
Special Thanks: The late Nigel Findley for Van Richtens
Guide to Werebeasts and other products by TSR, Inc.
Though I never met him, I greatly enjoyed his work,
and those who knew him speak well of him.
Header font is Wolves And Ravens from Cumberland
Games and Diversions, www222.pair.com/sjohn
Dedication: To Brillig, my beautiful white cat. I miss you
every day.

Table of Contents
Chapter 1: Lycanthropy ...................................................... 3
Lycanthropy Issues and Variants .................................. 3
Denitions of Terms ........................................................ 3
Chapter 2: Templates ......................................................... 16
Simple Lycanthrope ...................................................... 16
Cursed Lycanthrope ..................................................... 19
Fey Lycanthrope ............................................................ 20
Chapter 3: Curse of the Moon Feats ................................ 23
Chapter 4: Moon Deities ................................................... 35

Chapter 5: Magic Items ..................................................... 38


Chapter 6: Moon-Based Spells ......................................... 42
Spell Lists ........................................................................ 42
Spell Descriptions .......................................................... 48
Appendix 1: Lycanthrope Racial Levels ......................... 49
Lycanthrope Racial Class ............................................. 49
Lycanthrope Spellcaster Racial Class ......................... 49
Appendix 2: Spell Eects on Lycanthropes .................... 51

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Introduction by the Author


I love templates. I think theyre the best things
that have ever happened to monsters in the game.
Im also a big fan of lycanthropes, partly because
I like animals and partly because Im a night
person. I love the fact that you can turn a creature
into a lycanthrope by adding a template, and that
the lycanthrope templates allow you to create
countless dierent werecreatures.
Unfortunately the lycanthrope templates
presented in the MM have a lot of problems. They
carry baggage from older editions of the game.
They complicate a characters Hit Dice. They
make assumptions about animals that are not
necessarily valid and narrowly dene the kinds
of lycanthropes the game can have. Furthermore,
their game eects dont always agree with our
perceptions of lycanthropes from stories and
movies. Some of these problems are systemic to all
templates, but others are specic to the lycanthrope
templates.
This book is my chance to x the lycanthrope
templates. Here are some examples of the changes
Ive made.
The typical template includes a level adjustment
(LA) to dene the power level of a templated
PC with respect to normal characters. Each of
the lycanthrope templates in the MM has a +2
or +3 LA, not counting the increase to eective
character level (ECL) from the animal Hit Dice,
which is at least another +1. The eects of this
LA on a character are obvious at low levels
(the MM sample wererat is an ECL 5 character
with 12 hit points), but they become even more
pronounced at higher levels. Furthermore, an
LA makes a template much less desirable for
spellcasters because they lose access to their
higher-level spells. (Nonspellcasters dont face
as great a problem because most templates
give rewards that make up for the loss of
base aack bonus, skill points, and saves.)
This book presents alternate versions of the
standard lycanthropes with very low LAs and
no ECL adjustments from animal Hit Dice, thus
reducing the cost of the template.
The MM templates add animal Hit Dice
to the base creature. Not only does this
addition increase a PCs ECL, but it also

means that a lycanthrope in humanoid


formeven a character unwiingly aicted
with lycanthropyis much tougher than a
nonlycanthrope. This concept conicts with
the idea of a traditional lycanthrope, who is
indistinguishable from a normal person when
the moon is down. This book presents a new
lycanthrope template that doesnt change the
base creature in its normal form.
The MM lycanthropes are locked into certain
alignments. These alignment standards are
biased against certain creatures without
precedent in the actual animals naturefor
example, wolves arent evil, but werewolves
are. Furthermore, these forced alignments raise
serious questions about PC alignment in human
or lycanthrope form, especially involuntary
alignment changes in alignment-sensitive
characters such as paladins. Furthermore, they
prevent certain class combinations that shouldnt
be restricted. In one well-known published
campaign world, for example, four of the ve
MM lycanthropes cant be clerics or druids of
the two lycanthrope deities! This book explores
alternate alignments for each lycanthrope type
and addresses the alignment issues for aicted
lycanthropes.
The MM lycanthropes have damage reduction
bypassed by silver. This feature makes them
immune to most physical aacks but not most
damaging spells. This book presents alternate
ways of handling lycanthrope immunities and
vulnerabilities and beer address the quirks
of how the MM rules do and dont protect
lycanthropes.
In addition to these new options, this book
adds a whole bunch of crunchy stu such as
feats, spells, and magic items, plus some ruleslight stu, including several sample moon deities.
The greatest aspect of the Open Gaming License
is that it opens up the game to alternate ideas
about material that used to be presented in only
one ocial way. Use this book to expand and
reinvent the concept of lycanthropes in your game.
Hopefully aer reading Curse of the Moon, youll
come away with some new ideas for lycanthropes
and a beer understanding of the template rules.
Sean K Reynolds

Chapter 1: Lycanthropy
Lycanthropy is a complex condition. The rules
provided for it in the MM are problematic, leave
unanswered questions, and open the door for
expanded discussion on many topics. Most of this
chapter is dedicated to pointing out problems,
asking important questions, and providing new
rules to address those issues.

moon, one or more of the following events might


trigger a form change.
The moon is full.
The moon is above the horizon.
The moon is at its highest point (high moon).
The sun is seing.
Night has fallen (no sunlight or twilight
remains).
The clock strikes midnight.
Clouds, dust, or other phenomena that obscure
the moon or sun are present or absent.
The lycanthrope sees the moon or is struck by
moonlight.
Clearly, when the transformation occurs depends
on many factors. For the sake of consistency, you
should decide which factors aect a particular
lycanthrope and stick to your decisionotherwise,
a PC lycanthrope has no way of knowing whether
its safe to go outside. For example, a DM running a
cinematic game might rule that lycanthropes change

Lycanthropy Issues and Variants

The MM version of lycanthropes does not jive


well with the lycanthropes of legend in certain
ways. This chapter addresses these variances and
proposes new mechanics to bring lycanthropes into
line with the traditional versions.

Definitions of Terms

The following general terms are used throughout


this book.
Lycanthrope: A creature that takes the shape
of an animal under the inuence of the full moon.
Most lycanthropes have three forms: an animal
form, a hybrid form, and a natural form.
Natural Lycanthrope: A creature that was
born a lycanthrope and thus has control over its
shapechanging.
Aicted Lycanthrope: A creature that
acquired lycanthropy from the aack of a natural
lycanthrope. An aicted lycanthrope may not
initially be aware of its condition and must learn to
control its shapechanging.
Animal Form/Beastform: The wholly animal
form that a lycanthrope can take.
Hybrid Form: A form that combines elements of
a lycanthropes animal and natural forms.
Natural Form: The form that a lycanthrope
assumes when not under the inuence of the moon
(usually a humanoid form).
Wereform: A lycanthropes animal or hybrid
form.
Lycanthrope Animal: The animal whose shape a
particular lycanthrope takes for his beastform.
Inherited Template: A template that a creature
is born with.
Acquired Template: A template that a creature
gains during its life.

Transformation Time

The MM says an aicted lycanthrope transforms


on the rst night of the next full moon. The obvious
question is exactly when this change occurs. Based
on local weather and the position of the sun and

Chapter One : LYCANTHROPY


Whether a lycanthrope learns his particular
triggers via experimentation or magical divination,
the knowledge helps him gain some control over
involuntary transformations. If he knows he changes
form only when he sees the full moon, he can hide
indoors or underground until the moon sets. If he
transforms at midnight on the nights of the full moon,
he can arrange to be chained then and walk freely
the rest of the time without fear of taking beastform.
Likewise, local folklore should provide a reasonable
idea of what factors trigger the change, though such
tales come with no guarantee of accuracy.
Dening the triggers also helps a DM adjudicate
complex situations. For example, a campaign
world might have multiple moons (in which case
you should determine which moon the lycanthrope
reacts to, otherwise the character is geing more
power than from a one-moon campaign), or an
adventure could take characters into space on a
magical ship. The campaign might even feature a
strange world where the moon is geosynchronous
with one part of the earth, resulting in an
omnipresent moon overhead in some parts of the
world and no moon elsewhere.
Aicted lycanthropes arent the only ones who
need to understand these triggers. The moon may
not force natural lycanthropes into beastform
against their will, but it might trigger the change
in aicted lycanthropes created by those natural
lycanthropes. In other words, a natural lycanthrope
could pass his triggering conditions to his target
along with the curse of lycanthropy. Furthermore,
a local packs shared trigger may have cultural
signicance for its membersfor example, perhaps
the tribes passage to adulthood rite can take place
only on the day that the moons blessing calls the
tribe to beastform.
This books examples assume that the change to
beastform is triggered when the moon is full and
above the horizon, and the sun is down.

form only at night, when the moon is full and they


have a clear view of it. In such cases, the lycanthrope
changes form dramatically when the moon comes
out from behind the clouds, or when he exits a
building into full moonlight. A DM running a more
mystical game might rule that the mere presence
of the full moon is the key, and its penetrating
radiation triggers the transformation even if the sun
is up or the lycanthrope is deep underground.
Aicted lycanthropes created by the same
lycanthrope would probably share the same
triggering conditions. Not all lycanthropes in
a given world have to use the same triggers;
lycanthropes in western lands might share a
common trigger, while those from the distant
east might change form under entirely dierent
circumstances.

Transformation Speed

Because the MM lycanthrope changes form as a


standard action, she can readily take advantage of
her lycanthropic abilities, especially in combat. But
transformation need not be this fast; the process
could be slow and inecientespecially if magic
is limited in the campaign world, and lycanthropy
is a purely biological condition rather than a
magical one.

From the MM : Changing Form

Changing form is a standard action for a lycanthrope. If the change is


involuntary, it occurs on the characters next turn after the triggering
event. Changing to animal or hybrid form ruins the characters armor
and clothing (including any items worn) if the new form is larger than the
characters natural form. Carried items are simply dropped. Characters
can hastily doff clothing while changing, but not armor. Magic armor
survives the change only if it succeeds on a DC 15 Fortitude save. An
aficted character remains in animal form until the next dawn if he is
not aware of his condition; otherwise, he can try to resume humanoid
form following a change (voluntary or involuntary) with a Control Shape
check. If he fails the check, he remains in animal (or hybrid) form until the
following dawn.

Variant: Slow Form Change

Many cinematic depictions of the lycanthropic


transformationsuch as the one in An American

Chapter One : LYCANTHROPY


Werewolf in Londonobviously take much longer
than a standard action. Such movies portray the
change of form as a slow, traumatic, and even
painful process. This variant is designed to model
such a slow, cinematic transformation.
Lycanthropes using the slow form change
variant are usually cursed or otherwise involuntary
aicted lycanthropes, not natural ones. Changing
form requires 1d4+1 minutes, during which the
lycanthrope is dazed. Once per round, however,
it may aempt a DC 15 Concentration check to
act normally for 1 round. While changing form,
the lycanthrope is likely to fall prone, scream, roll
around, and tear o any clothing or armor it is
wearingthereby destroying fragile material and
armor straps, but not the thicker or heavier parts of
armor or clothing.
This variant makes lycanthropy less useful to
PCs, since they cant change form during combat
to improve their chances in a ght. Thus, the
lycanthrope LA should decrease slightly when
these rules are in play. (See Lycanthropes and Level
Adjustment on page 13.)
As a variant within a variant, you can also use a
slightly slower transformation timesuch as 1d6
full roundsrather than the minutes-long duration
described above.

if his mates natural form is human? Should he


identify more strongly with his human side, or live
in the wild with the animals?
The rest of this book assumes that a
lycanthropes natural form is the shape it would
have if it didnt have the lycanthrope template.

Lycanthropes and the Astral

The Astral Plane is sometimes called the Silver


Realm because of its endless, clear, silvery sky. It
has neither a sun nor a moon, and time does not
pass there. So what eect does all this silver have
on a lycanthrope? Here are some ideas on how the
Astral Plane aects a lycanthrope.
Because of the pervasive silver environment,
all aacks are treated as silver for the purpose
of harming lycanthropes. Lycanthropes with
DR/silver or moon hit points (see page 10)
take damage from all aacks as if they were
made by silver weapons. Lycanthropes with
silver vulnerability (see page 11) take their
vulnerability increment for every aack that
hurts them.
Certain sites on the Astral Plane may contain
concentrated energies relating to the silver color
of the planeenough to deal 1 point of damage
per round or even more to lycanthropes who
come too close. This damage counts as silver for
the purpose of bypassing DR and similar eects.
The omnipresent silver prevents lycanthropes
from passing on their curse to others.
Because the Astral Plane has no sun or moon,
lycanthropes are not forced to take animal
form by these celestial bodies. That fact doesnt
aect their ability to change form voluntarily,
and other spells and eects that cause them to
assume dierent forms function normally.

Your Natural Form

According to some strict interpretations of


the language, a lycanthrope is a man who can
change into an animal rather than an animal that
can change into a man. The MM assumes that
a lycanthropes natural form is its humanoid,
nonhybrid shape. But what if that isnt the case?
Due to a quirk of fantasy genetics or the nature
of the curse, a particular lycanthropes natural
form might be its animal or even its hybrid shape.
Its also possible that if a lycanthrope gives in to
his animalistic nature (whether deliberately or
because of a physical, mental, or magical aack
on the mind), his fundamental being might slowly
change accordingly, and his animal form would
eventually become his natural form. Though
which form is the natural one has lile eect on
the lycanthrope in day-to-day situations, it is
signicant under the eects of true seeing (which
reveals his true form) or an antimagic eld (which
returns him to his true form).
Furthermore, a lycanthropes natural form can
be an interesting source of roleplaying ideas for a
character. Is a natural lycanthrope with an animal
true form really human at all? Does he have a
human soul or an animal soul? Is it an abomination

Lycanthrope Types and Alignment

The lycanthrope alignments given in the MM are


strongly inuenced by medieval European ideas

Nonhuman Natural Forms

Larry Niven uses a lycanthrope with a nonhuman natural form as a minor


plot device in his book What Good is a Glass Dagger? When sent on a
mission by a wizard, a werewolf named Aran crosses a magic-barren
desert in wolf form for ease of travel. Later, during an arcane battle
between the wizard and a rival mage, Aran involuntarily becomes a
wolf. When he asks the wizard what happened, the wizard explains that
the battle depleted the area of mana (magical power), causing him to
transform. When Aran argues that he didnt change form in the desert,
the wizard explains that he was already in his natural formthat of a
wolf. Horried to realize that the end of magic would mean his children
would have to live like animals, he swore to put a stop to all wizardry so
that enough magic would be left for his kind to live as humans.

Chapter One : LYCANTHROPY


them; others befriend sheep and help humans
run their farms.
Rat: Neutral. Rats are clever and quick to learn.
In general, they prefer to remain hidden and
not mix with other creatures. Rats are content
to scavenge leovers from other groups and
resort to the only when their own survival is
threatened.
Raven: Neutral evil. Canny and fond of shiny
things, ravens are eaters of carrion that are as
willing to pluck the eyes from a slain paladin
as from a dead cow. Ravens steal what they like
and, like most birds, befoul anything beneath
them, either for humor or for spite.
Shark: Neutral. The perfect carnivore, a shark
exists to eat and has no concern for morals or
families. Cold-blooded but not cruel, sharks take
what they need when they need it, from both
good and evil creatures.
Tiger: Neutral evil. The jungle tiger is cunning,
intelligent, and hates mankind so much that
hell kill a man he encounters for no reason at
all. On land or in the trees, the tiger is a deadly
predator.
Wolf: Lawful good. Wolves are noble animals,
devoted to their packs and families. The
domesticated wolf is mans best friend, the
common dog. A wolf mother will readily die to
protect her cubs, and the alpha male is at the
forefront of every bale to defend the pack.
On the other hand, an aicted lycanthropes
alignment may be entirely unrelated to animal
stereotypes. Perhaps it is a function of the
lycanthropic curse and the parent lycanthrope.
Thus, the victims of a neutral evil lycanthrope
would tend to act neutral evil, neutral lycanthropes
would produce neutral-inclined victims, and so on.

about the traits of natural animals. Specically,


bears are gentle and kind but dangerous if angry,
boars and tigers are indierent and prefer to be
le alone, rats are vermin that love to consume
and spoil mankinds food stores, and wolves
are sly predators that thirst for human blood.
But in truth, animals arent sentient and dont
make moral judgments about their actions. Thus,
there is no reason why you couldnt have lawful
good werewolves or chaotic evil werebears,
and at a much higher frequency than the one
in a million exception that the rules indicate
for alignments with the always descriptor.
Here are some alternate alignments for common
lycanthropes, along with explanations of the
rationale behind them.
Bear: Neutral evil. Grizzly bears are dangerous,
aacking anything in their territory and
pursuing trespassing creatures relentlessly
even those that clearly present no threat.
They also recklessly destroy property while
aempting to ll their bellies.
Boar: Neutral good. Boars are happy, friendly
creatures that eat plants and bugs, and in some
stories, even sing songs. For the most part, they
just want to wallow in the mud and have a good
time; they certainly dont wish evil on anyone.
Some pigs have friendly spiders watching over

Rangers and Lycanthropes

One of the signicant rule changes in the 3.5


revision is the loss of the shapechanger creature
type. This change means that although rangers
from the earlier version of the rules could choose
shapechangers as favored enemies, those from the
newer edition cannot. However, there is no reason
that a ranger couldnt select lycanthropes as
his favored enemy. In fact, it would be perfectly
reasonable to create a new monster subtype called
lycanthrope (meaning a creature that changes
shape based on the inuence of the moon) and
allow the ranger to select that subtype as a favored
enemy. Such a tactic also opens the door for
allowing nonhumanoid, nongiant lycanthrope
base creatures, which could result in some very

Chapter One : LYCANTHROPY


prestige class special abilities, and typeless eects
(such as increases from barbarian rage) can result
in very high ability scores indeed. Making the
bonus from the Wereform Enhancement feat an
enhancement bonus achieves two eects. First
of all, it gives weak creatures a signicant boost,
especially since they rarely have enhancement
bonuses from other sources and can therefore gain
the full benet of those from the feat. Secondly, the
bonus is still relevant at higher levels, but its hard
to abuse because of stacking rules. Higher-level
characters are more likely to have enhancementbonus items or spells that make the bonus from the
feat redundant. In other words, weak creatures get
a boost by becoming lycanthropes, but powerful
ones dont become outrageously more powerful.

interesting monsters, such as naga weresnakes,


nymph swanmays, centaur werehorses, howler
werewolves, and manticore werelions.

Building Simple Lycanthropes

One of the most time-consuming aspects of


lycanthropy as presented in the MM is that it
takes a long time to gure out the game statistics
for a lycanthrope. Because he has three dierent
forms (humanoid, hybrid, and animal), each with a
dierent set of abilities, a lycanthrope is essentially
three dierent characters with three dierent
statistics blocks. Thus, adding the lycanthrope
template to a creature is a big hassle, and if the
base creature is a PC, you have to update all three
statistics blocks every time he gains a leveland
thats an even bigger hassle. This book presents
a simpler yet equally eective way to make a
creature a lycanthrope, which well call the simple
lycanthrope template.
In both lore and cinema, lycanthropes have
no special powers in their humanoid forms. In
wereform (either hybrid or animal), a lycanthrope
is faster, stronger, and more agile than a typical
human, and he has one or more natural aacks.
Furthermore, his senses (particularly scent) are
superior to those of a human, and hes immune
to most damage except that caused by silver
weapons. Thus, when he returns to human form
in the morning, hes generally unharmed except
for a few scratches. The challenge is to model this
version of a lycanthrope in game terms.
Ability Scores: Barbarian rage sets a precedent
for short-term ability score increases, although
it isnt a perfect mechanic for this purpose. A
lycanthrope in wereform is stronger and more agile
than a typical human simply because an animal of
comparable size tends to be stronger and more agile
than a human. To reect this dierence between
human and animal forms, a lycanthrope can take
the Wereform Enhancement feat (see Chapter
3: Curse of the Moon Feats), which grants him
enhancement bonuses to his Strength and Dexterity
in wereform. If you want the lycanthropes in your
campaign to be more powerful by default, award
this feat as a bonus feat.
The following paragraphs answer a few questions
about how the simple lycanthrope template in this
book approaches ability score changes.
Why an enhancement bonus and not a typeless
bonus? The game doesnt need yet another way
for characters to boost their ability scores with
typeless bonusesparticularly at higher levels,
when enhancement bonuses, inherent bonuses,

THE Belyaev Fox Experiment

A Russian geneticist named Belyaev wanted to study the process of


domestication from a genetic viewpoint. He believed that early mans
preference for friendlier or docile animals had resulted in genetic
selection for animals with those traits. Belyaev hypothesized that these
genetic shifts would account for the changes in color, size, and shape
of domesticated animals compared to their wild equivalents. To test his
hypothesis, he created an experiment using silver foxes purchased from
a fur farm. These foxes were somewhat domesticated but still sufciently
wild for his purposes. His criteria were strict: Only the tamest animals
were allowed to breed. To minimize nongenetic inuences on their
tameness, the animals had little human interaction.
This experiment continues to the present day, more than 40 years
since its inception. Thirty to thirty-ve generations of careful breeding
have produced foxes that act like dogs. The animals are playful, they
whine for attention, they are comfortable being held or hand-fed, and they
always return home if they escape from the farm. In other words, in 40
years, these researchers turned wild foxes into domesticated foxes purely
on a genetic basis, not through training. That result says something about
the power of inheritance. Though the experiment is not directly relevant
to lycanthropy, the result is worth considering before you decide to paint
all werewolves with the same chaotic evil brush.

Chapter One : LYCANTHROPY


Why not give certain types of lycanthropes dierent
ability score adjustments in wereform? In the
lycanthrope setup presented in the MM, werebears
are always powerful and wererats are always
relatively weak. This kind of arrangement is a
legacy from older editions of the game. In the old
days, you couldnt have a 1st-level werebear or
a 10th-level werewolf you just had werebears
(powerful), werewolves (much less powerful but
still strong), and possibly custom-built creatures
such as werewolf lords (which may or may not
be more powerful than comparable types of
lycanthropes). With the template in this book,
however, you can easily create a werewolf thats
more powerful than a werebear, or an exceptional
wererat who can easily kill a typical werewolf. The
template mechanic is strong and versatile, and we
can keep the template simple but still allow for
a greater variance in power by altering the base
creature rather than modifying the template for
each lycanthrope type. For example, if you want
werebears to be more powerful than wererats,
just apply the template to a more powerful base
creature. If your PCs hear that werebears are very
powerful creatures and wererats arent, they dont
need to know that youre using the simple template
for both types and just using base creatures of
greater and lesser power. Let the strength of the
class system do the work and dont worry about
the eect of combining class Hit Dice and animal
Hit Dice. As an added perk, you dont have to
worry about whether the animal Hit Dice are
contributing fully to the creatures CR or LA.
Using a single template with a single set of
adjustments rather than multiple adjustments
according to animal type also avoids problems
elsewhere in the game. For example, suppose you

have a lycanthrope-themed prestige class that


grants all the abilities of your chosen lycanthrope
type as its highest-level ability. With the simple
lycanthrope template, everyone would get the
same set of abilities. But if you use the MM
lycanthrope templates, a wererat-themed character
gets very lile from the prestige class, while an
otherwise-identical werebear character gains a lot.
Such poor game design is patently unfair to the
characters involved.
Why no Constitution increase? We dont want to
give the lycanthrope a temporary Constitution
boost for two reasons. First of all, increasing his
Constitution score means that when he returns to
humanoid form, his health immediately worsens,
and he may even die if the hit point loss from the
Constitution decrease drops him into negative
hit points. Secondly, we have a more eective
way to model the lycanthropes hardiness (see
below), and its poor game designnot to mention
redundantto model the same eect in two
dierent ways for one creature.
Why no Wisdom increase? While animals are
generally considered more alert than humanoids,
giving lycanthropes a Wisdom increase raises
questions about other parts of the game. For
example, if you have a spellcaster who gains bonus
spells based on her Wisdom score, what happens to
those spells when she leaves wereform? In fact, its
easier to model an animals superior senses in other
ways (see below).
What else can we borrow from the barbarian rage
ability? One aspect of traditional lycanthropy that
the current MM rules dont model well is the feral
and animalistic nature that most legends aribute
to lycanthropes in wereform. A lycanthrope
built from the MM rules is perfectly coherent in

When Not To Use LA

The biggest complaint players usually have about lycanthrope PCs is the level adjustment of the lycanthrope template, which is annoying
for most characters and crippling for spellcasters. If your players complain a lot about the LA (or if one player becomes particularly vocal),
heres a big secret that might help you: You dont need to use level adjustment.
Level adjustment is in the game only so that all the PCs can be at the same power level. If you dont care whether your PCs are the
same power level (and your players dont either), dont use the LA. If three of your PCs are 5th-level humans and the fourth is a 5th-level
human werewolf, and nobody cares that the werewolf is more powerful than the other characters, then you dont need to use the LAjust
treat the werewolf as a 5th-level character. Sure, the group will have a slightly easier time dealing with EL 5 encounters, but thats all right.
In the long run, you might want to consider giving the LA +0 characters an interesting ability or two (or perhaps a really cool magic item) to
help make up for the disparity in character power, but as long as everyone is happy with the situation, no action is required.
The same applies if the characters have different LAs stemming from different templates. If one character is a half-end, one is a halfdragon, one is a werebear, and the last is a normal human, and everyone is comfortable not using LA, go for it.
If you have four 5th-level werewolf PCs, theres no reason to use LA because all the characters gain the same abilities from the
template. (In fact, ignoring the LA treats the characters more evenly than the LA system does in terms of comparing spellcasters and
nonspellcasters.). Just treat the party like a group of 5th-level PCs. Theyll have an easier time with EL 5 encounters than your typical
5th-level party, and you might want to throw bigger challenges at them from time to time to reect this disparity, but there is absolutely no
reason why you have to use LA if every person involved (players and DM) is comfortable without it.
Taking this idea to the extreme, you dont really have to use LA at all for any PC. If your party includes vampires, drow, or any other
creature with a level adjustment, you dont need to use it if nobody cares that the characters arent exactly the same power level.

Chapter One : LYCANTHROPY


would deal about 12 to 13 points of damage per
round if about half of them hita reasonable
assumption given a lycanthrope with Dexterity 14
and no armor. But if we give the lycanthrope 20
moon hit points, he could easily take this damage
for the couple of rounds it would take him to
push his way through the crowd (maybe taking
a couple aacks of opportunity along the way)
and escape into the night. At that point, he would
have no moon hit points le and might be slightly
wounded as well, but he would be alive. The
next morning, he wakes up tired and with a few
scratches, but hes ready to hunt (against his will)
the next night. A moon hit point total of 20 is high
enough to stop even a few really good hits from
city guards or hold o a low-level adventuring
party for a short time, yet its not so high that it
makes a lycanthrope PC unkillable. This aspect has
the added benet of a lower LA for the template.
Senses: Superior senses are easy to add to a
lycanthrope template. Low-light vision, scent, and
the Alertness feat cover that topic well, though
scent is such a strong ability that its probably
a good idea to give the lycanthrope a slightly
weaker form of it, just to keep the templates level
adjustment small (see the Lesser Scent section,
page 11).
Natural Aack: A natural aack is another easy
ability to add; just give the creature a bite aack
in its wereforms. If the lycanthrope animal doesnt
normally have a bite aack (for example, a deer),
give it another kind of natural aack that has the
same base damage value. Giving the lycanthrope

wereform and can even cast spellsa concept


thats hard to reconcile with our concept of the
savage man-beast. While we may want to make
certain allowances for natural lycanthropes as
opposed to aicted ones, it still doesnt seem
right that a natural wererat in hybrid form can
decipher a scroll, treat an allys wound, or recite
poetry. A raging barbarian is limited in his mental
abilities but still able to function, and we can use
that familiar model for our simple lycanthrope
template.
Hardiness: One good way to make a
lycanthrope tougher in wereform is to give him
temporary hit points. We can set the number of
temporary hit points to any value we want, since
theyre not tied to Constitution and thus dont
favor creatures with more Hit Dice over those with
fewer. Furthermore, they dont create an imminent
death risk when the lycanthrope reassumes his
humanoid form. Thus, a lycanthrope with a pool
of temporary hit points can take a beating and still
wake up unharmed.
However, the problem of the lycanthropes
vulnerability to silver still remains. Damage
reduction doesnt address this issue well (see the
Damage Reduction Problems section on page
11). We want to make the lycanthrope resistant
to normal damage, including damage from spells
and such. (An MM lycanthrope is as vulnerable
to a reball as any human, and we dont want that
situation.) Furthermore, because many special
aacks completely ignore DR, its not a good basis
on which to build a tough lycanthrope. But instead
of silver bypassing DR, it could just as easily
bypass these temporary hit points and directly
aect the characters normal hit points. This
concept is the core idea behind the moon hit points
described in this book (see the Moon Hit Points
section, page 10). This technique lets us have a
lycanthrope who can shrug o a reball, and it also
opens the door for feats, spells, and magic items
that infuse spells with silver so that their damage
can bypass moon hit points.
So how many moon hit points should we give a
lycanthrope? Lets imagine a typical scenario from
legend. A commoner aicted with lycanthropy
has been aacking people in his village. A crowd
of villagers surrounds him and starts beating
on him with knives and clubs. It would be nice
(from a DMs standpoint) if the lycanthrope had a
reasonable chance of surviving such an encounter
so that the village would have to get a group of
adventurers to help them deal with the monster.
Eight commoners wielding these simple weapons

Chapter One : LYCANTHROPY


lycanthrope is either immune to nonsilver damage
or it isnt. Furthermore, lycanthropes should be
immune to damage from all nonsilver aacks, not
just the small category covered by DR.
The moon hit points mechanic takes care of both
problems. With moon hit points, lycanthropes
can take a lot of punishment until their resistance
collapses and they become vulnerable, and their
resistance covers all aacks directed at them.
To be clear, damage reduction is a good
mechanic, and its ten times beer than what we
had in older versions of the game, in which a
lycanthrope could fall 200 feet and land unscathed
because he was completely immune to nonsilver
damage. But damage reduction just doesnt
make sense for werecreatures based on all the
information we have about them from the many
tales that feature them.

Lesser Scent

Scent is a strong ability, especially for a PC. Its


almost impossible to sneak up on a character with
the scent ability, and even invisible opponents
dont present much of a threat because scent allows
the character to pinpoint the location of adjacent
invisible targets easily. So rather than handing this
ability to anyone unlucky enough to get bien by
a werecreature, we can create a weaker version of it
that doesnt make PCs so powerful.
A creature with the lesser scent ability can detect
an opponent within 5 feet by sense of smell. If the
opponent is upwind, the range increases to 10 feet;
if downwind, it drops to 0 feet (the creature can
detect downwind creatures only in its own square).
Strong scents, such as smoke or roing garbage,
can be detected at twice the ranges noted above
(minimum 5 feet). Overpowering scents, such as
skunk musk or troglodyte stench, can be detected
at triple normal range.
Detection of a scent does not reveal the
exact location of the sourceonly its presence
somewhere within range. However, a creature
using lesser scent can take a standard action to
note the direction of the scent. Whenever it comes
within 5 feet of the source, the creature can take a
move action to pinpoint the sources location.
A creature with the Track feat and the lesser
scent ability can follow tracks by smell, just as a
creature with the scent ability can.

only one natural aack maintains a consistent level


of power across all animal types, and it also lets us
create feats that allow additional aacks.
Summary: The nal version of the simple
lycanthrope template is in the Templates chapter.
In short, it gives the lycanthrope moon hit points
and a few sense-related abilities. Now you can add
a lycanthrope template to a creature in just a few
seconds, and you dont have to radically alter the
base creatures statistics block to do so.

Damage Reduction Problems

With damage reduction, its easy to build a


creature thats resistant to certain kinds of damage.
Unfortunately, the lycanthropes described in realworld legends dont quite t that mechanic. In the
game, its quite possible for a strong creature to
pound on a lycanthrope and deal some damage
to it every round. For example, a giant could
deal a lycanthrope 1 point of damage over its
DR threshold every round for 20 rounds. Such a
situation doesnt jive with the stories, in which a

Moon Hit Points

Moon hit points are a type of bonus hit points.


When a creature gains moon hit points (normally
by assuming a wereform), keep track of them

10

Chapter One : LYCANTHROPY


temporary hit points that go on top of the
characters hit point total, except that silver aacks
completely ignore them.
Example: A human natural wererat Ftr1 built
with the simple lycanthrope template has 10
normal hit points and 20 moon hit points in
wereform when fully charged with the moons
power. On the second night of the full moon, he
gets into a ght in hybrid form and loses 5 moon
hit points, leaving him with 15 moon hit points and
10 normal hit points. He escapes and returns to
his human form, apparently no worse for wear. If
he takes wereform again any time before the next
nights full moon, he has only 15 moon hit points.
The third night of the full moon restores his moon
hit points to 20. He then gets in another ght and
loses 17 moon hit points, leaving him with only
3though he still appears unscathed as he has 10
normal hit points. For the rest of the month, he has
only 3 moon hit points upon assuming wereform
(subject to further damage, of course). Knowing
that he will not naturally recover any moon hit
points until the rst day of the next full moon, he
decides to lie low for a month because hes more
vulnerable than normal.

separately from its normal hit points. When


the creature takes damage from any source
(including spell damage and energy damage
such as re), it loses moon hit points rst and
begins losing its normal hit points only when
all of its moon hit points are gone. Silver aacks
(such as those made with silver weapons, or
items infused with alchemical silver, or spells
from casters who have the Argent Spell feat)
bypass the creatures moon hit points and
deplete its normal hit points directly.
Moon hit points cannot prevent a creature from
reaching a disabled, dying, or dead condition.
Thus, a creature with 0 normal hit points is
disabled, a creature with 1 to 9 normal hit points
is dying, and a creature with 10 or fewer normal
hit points is dead, no maer how many moon hit
points it has. Moon hit points count as normal
hit points for the purpose of resisting nonlethal
damagethat is, the creatures nonlethal damage
must equal the total of its normal hit points and its
moon hit points.
Example: A 1st-level commoner with the simple
lycanthrope template has 6 normal hit points and
(in wereform) 20 moon hit points. A town guard
with a normal spear aacks the lycanthrope while
he is in wereform and deals 5 points of damage.
Because the spear has no silver properties, this
damage comes o the lycanthropes moon hit
points, leaving him with 6 normal hit points and
15 moon hit points. Then a cleric of Luna arrives
and strikes the lycanthrope with her silver mace,
dealing 7 points of damage. This damage bypasses
the lycanthropes moon hit points, reducing him to
1 normal hit point. At this point, the lycanthrope
falls unconscious, even though he still has 15
moon hit points le. The cleric and the guard
can continue to hit the unconscious lycanthrope,
though the damage from the guards aacks
continues to come o his moon hit points until they
are gone, at which point he can begin doing the
lycanthrope permanent harm.
Moon hit points remain until they are expended,
or until the creature either reverts to its natural
form or dies. Moon hit points carry over between
transformations to wereform and are fully restored
during each night of the full moon. Rest and
standard cure spells such as cure light wounds do
not replenish moon hit points. Thus, a lycanthrope
who runs out of moon hit points might have to
do without them for days or even weeks at a
time. In such a case, most lycanthropes choose to
lie low until the next full moon to avoid extreme
vulnerability. In a way, moon hit points are like

Variant : Silver Vulnerability

In some campaigns, lycanthropy truly is a curse,


not the mixed blessing it is in the d20 System.
A character aicted with lycanthropy in such a
game is actually worse o than if she werent a
werecreature. Instead of having damage reduction
or moon hit points, lycanthropes using this variant
have no special resistance to any kind of damage,
and they take extra damage from silver-based
aacks.
The trick is how to model that extra damage
so that its signicant but not instantly lethal.
Multipliers in the game usually spell troublethey
allow damage to skyrocket to abnormally high
values outside the parameters that the CR/LA
system was built to handle, rendering some
encounters ridiculously easy. Thus, we should rule
out a simple damage multiplier for silver-based
aacks.
What about addition? Addition is easier to
handle than multiplication anyway, particularly for
single-digit numbers. In the low damage values,
additive values feel much like multipliers (which
makes the eect signicant), but by capping the
upper value for the additive damage, we can avoid
the big problem of a true multiplier. This concept
forms the foundation for the silver vulnerability
special quality described below.

11

Chapter One : LYCANTHROPY


Aging and Lycanthropy

Silver Vulnerability: A creature with silver


vulnerability takes extra damage from silver-based
aacks. The amount of extra damage equals the
damage from the aack or the value of the silver
vulnerability, whichever is lower. For example, if a
lycanthrope with silver vulnerability 5 is struck by a
silver longsword for 8 points of damage, he takes an
additional 5 points of damage on top of the 8 from
the longsword. If the longsword dealt only 3 points
of damage, the lycanthrope would take only an extra
3 points. A typical lycanthrope with this quality has
silver vulnerability 5, which is sucient to turn an
average aack into a mortal wound for a 1st-level
lycanthrope. Creatures especially sensitive to silver
may have silver vulnerability 10, 15, or more.
Only silver damage that actually gets through
to the creature causes extra damage in this
manner. For example, a lycanthrope with silver
vulnerability 5 and DR 5/magic takes extra damage
only from silver aacks that bypass his damage
reduction or deal enough damage to overcome the
rst 5 points of his DR.
This mechanic is also suitable for fey creatures
vulnerable to cold iron. In fact, the idea was
inspired by stories of fey elves who bleed just
like a human from bronze weapons, but die from
even slight wounds inicted by iron and steel
weapons. A typical fey with this ability has cold
iron vulnerability 5. The mechanic even works for
energy vulnerabilities; see Chapter 3: Curse of the
Moon Feats for an example.

Animals dont age at the same rate as humanoids


do. A 20-year-old human is in the prime of life,
while many dogs dont live even half that long.
Clearly, we dont want in-game lycanthropes to
die at ages appropriate to their animal forms,
nor do we want young lycanthropes to age to
maturity as fast as their animal forms would. So
it makes sense to use the creatures natural form
for all age categories and translate a beastforms
appearance based on those age categories. Thus, a
child werewolf in beastform would look much like
a wolf puppy, and an old werewolf probably has
gray hair on his muzzle in animal form.
For avor, its interesting to translate certain
age-related traits of the lycanthropes animal back
to its natural form. For example, sharks continue
to grow teeth their entire life, so weresharks
might retain their humanoid teeth, or even
continue growing new teeth into very old age.
Turtles and tortoises have very long lifespans
but dont change much in terms of appearance,
so a wereturtle might look middle-aged upon
reaching adulthood but not visibly age any
further for decades.

Afflicted Lycanthropes and Alignment

As mentioned in the Lycanthrope Types and


Alignment section in this chapter, each lycanthrope
type may have dierent alignment strains rather
than a xed alignment, and the alignment of the
aacking lycanthrope may be transmied along
with the curse of lycanthropy. Thus, its entirely
possible for an aicted lycanthrope to have one
alignment in its natural form and a dierent
alignment in wereform.
Forced alignment changes, particularly
in the case of good characters (paladins in
particular) are very problematic because they
take character control away from the players and
have permanent consequences for the character.
So how do we handle a lycanthrope PC whose
beastform has a dierent alignment, and do so
without screwing up the character? The primary
issue is whether or not the change is voluntary.
The atonement spell makes a distinction between
willing acts (which are hard to atone for) and
those commied under some form of compulsion
(which are easier to atone for). Certainly an
involuntary wereform transformation counts as
a compulsion. Therefore, a character who doesnt
know hes a lycanthrope and changes form against
his will (possibly even without his knowledge)
isnt responsible for his actions while in beastform.

12

Chapter One : LYCANTHROPY


This assumption lets the DM run unwilling
lycanthropes according to their alignment
strains on nights of the full moon, while the
player runs the character normally otherwise. This
arrangement has three benets. One, the player can
use the character as normal. Two, the DM can use
the character as an NPC to further campaign plots.
Three, it prevents immediate metagame awareness
of the characters condition from coloring the
PCs actions. (Hmmm, I no longer have paladin
abilities, so I must be doing something that I dont
remember. Quick, cast some divination spells on
me to see whats wrong!)
However, this personality duality shouldnt
mean that a paladin who turns into a chaotic evil
werewolf can murder children as a werewolf
three nights a month and continue on his merry
paladin way in the daylightthe good powers
frown on evil acts even if theyre commied under
compulsion. Of course, stripping a good character
of his good-derived powers is an obvious signal
that something is wrong, but we dont need
such an overwhelming response to the slightest
infraction.
For example, suppose our example paladin
doesnt have many opportunities to commit evil
acts on the rst night that he becomes an evil
lycanthrope. Perhaps he only manages to kick an
old lady while shes feeding the neighborhood
cats. Removing all of his paladin abilities would
be a disproportionate response, and patently
unfair as well. If the player doesnt know the
character is a lycanthrope, hes just going to think
the DM is being a jerk. For such a minor oense,
denying the paladin higher-level spells, reducing
the eectiveness of his lay on hands ability, or
simply giving him an overall feeling of unease can
all signal that something is amiss. If the paladin
takes no action to gure out what is wrong, more
penalties should accrue until it becomes obvious to
even the most dense player and character that the
paladin is being punished for something.
The same arrangement also works for an evil
character aicted with good lycanthropy, though
most evil powers dont care if their blackguards
commit a good act now and then. Likewise,
a neutral character infected with an extremealignment lycanthropy may earn the ire of the
powers of balance if he continues in activities that
upset that balance.

Disease or Curse

Make no mistake, lycanthropy is a magical curse, not a disease, even


though it is transmitted in the same manner as many diseases in the
game (by bites) and is sometimes referred to as a disease in the rules.
Thus, paladins and monks are not immune to lycanthropy, even though
they have class abilities that make them immune to disease. A periapt of
health doesnt protect against it either, and so on. Lycanthropy is a curse,
not a disease.

at the next full moon situation, lycanthropy


oen called a diseasecould progress like a disease,
debilitating the aected character until she fully
succumbs to its eects. In this variant, lycanthropy
functions as a disease with the following statistics.
Disease
Infection DC Incubation Damage
Lycanthropy*

Injury 15

1 day

1d2 Int

*Successful saves do not allow the character to recover. Only


magical healing can save the character.

The infected character becomes disoriented,


feverish, and prone to ts of irritability. When
his Intelligence score reaches 2 or below, the
infection has run its course. The character stops
losing Intelligence from the aiction and in most
cases recovers fully aer a few days. Then he
involuntarily takes beastform at the next full moon,
just as in the standard lycanthropy-aiction rules.
Unless the character receives care from a very
perceptive healer, he and his friends may simply
assume that he suered from a severe u that le
him mentally drained, making him a thorn in the
side of anyone dealing with him.
Even in this variant, lycanthropy should still be
treated as a curse and not an actual disease. Eects
that provide resistance or immunity to disease do
not help to prevent the acquisition or progress of
the curse, and this fact may serve as a clue to those
involved that the aiction isnt a disease at all.

Lycanthropes and Level Adjustment

The level adjustment of the lycanthrope template is


the biggest drawback of becoming a lycanthrope.
An aicted lycanthrope is guaranteed at least a +2
level adjustment (+3 for a natural lycanthrope), and
that value doesnt include the additional LA from
the lycanthropes animal Hit Dice (a quasi-hidden
modier to the LA that many people dont notice
when reading the template). Even a lowly aicted
wererat has a +3 LA, which is greater than a drow
and the same as a basic ogre.
As is the case with most level adjustments, this
one favors nonspellcasters, and most spellcasters
nd the LA too costly for the templates benets.
(That fact is part of the reason why I tried to

Variant : Lycanthropy as a Disease

Lycanthropy doesnt have to be an all-or-nothing


aair. Rather than a fail one save and you change

13

Chapter One : LYCANTHROPY


which seems more natural. In this arrangement,
the bard and monk remain strong, and the
primary spellcasters have a much beer chance
of maintaining their natural forms. This fact is
especially important because spellcasters lose
the most when forced into wereformnamely
their ability to cast spells. But this mechanic also
requires changing the DCs; otherwise, some of
them are trivial for even low-level spellcasters
and almost impossible for the greatest
thickheaded heroes.
Control Shape: Natural lycanthropes always
have control over their shapechanging because
they were born with the ability and have an
instinctive knowledge of it. Aicted lycanthropes
must learn how to control these changes, and they
are not always successful.
Involuntary Changes: An aicted lycanthrope
must make a DC 20 Will saving throw at moonrise
each night of the full moon to resist involuntarily
assuming animal form. An injured character
must also check for an involuntary change aer
accumulating enough damage to reduce his hit
points by one-quarter of his maximum hit points,
and again aer each additional one-quarter lost.
A failed save indicates that the lycanthrope must
remain in animal form until the next dawn, when
he automatically returns to his natural form. Aer
such an involuntary transformation, an aicted
lycanthrope who is aware of his condition may
make one aempt to return to his natural form (see
below), but if he fails, he remains in animal form
until the next dawn.
Voluntary Changes: An aicted lycanthrope who
is aware of his condition can aempt to change
form voluntarily (to or from any of his lycanthrope
forms or his natural form), regardless of the state of
the moon or whether he has been injured. To do so,
he aempts a Will save; success means he changes
form, failure means he does not.
The save DCs for voluntary changes are given
on the following table. The diculty of assuming
hybrid form compared to that of assuming animal
form is a maer of some disagreement. One camp
says that because the animal form is the more
natural one for a changed lycanthrope, it should
be easier to let nature take its course and assume
animal form than to stop part way in hybrid form.
The other says its easier to make a small change
to hybrid form than a full change to animal form
because a full transformation requires a greater
push than a partial one. While Im in the rst
camp, you can just change the DCs appropriately if
you prefer the second version.

give the simple lycanthrope template a very


small LAto minimize the impact of the level
adjustment on a spellcasters abilities.) For
example, compared to a non-lycanthrope wizard
20, an aicted lycanthrope wizard 18 is giving
up two 9th-level spells, an 8th-level spell, and a
7th-level spellmore than enough to make up for
DR 5/silver (stoneskin gives DR 10/adamantine),
scent (see invisibility or true seeing detects invisible
foes), the Wisdom bonus (an extended owls
wisdom does beer), and the Iron Will feat (not a
big deal for a class with a good Will save). If the
character has to be a lycanthrope, its beer to use
a template with a low LA.

Variant : Regeneration/Silver

One way to make lycanthropes very powerful is


to give them the regeneration ability, thwarted
only by damage caused by silver. In this variant,
lycanthropes can be killed only by silver, which
means they are almost invulnerable to injury.
Given the rarity of silver weapons in the hands of
monsters and NPCs, this ability is too powerful
for a PC lycanthrope. To be fair, it is so powerful
that it would carry a huge level adjustmentso
huge that a typical PC wouldnt consider the
benet worthwhile. If you prefer this version of
lycanthropy, use the following description for
lycanthrope regeneration.
Regeneration: Lycanthropes take normal
damage from silvered weapons and spells or
eects with the silver descriptor. Unlike the
standard regeneration ability, this one does not
allow regrowth or reaachment of severed limbs.

Variant : Control Shape Saves

The Control Shape mechanic is a strange oneonly


infected lycanthropes can take ranks in this skill,
so a newly infected lycanthrope always starts
o at the minimal level of skill (0 ranks) as far as
controlling his changes. Furthermore, the DC for
resisting an involuntary change is so high (DC 25)
that few characters have a chance of success unless
theyre high-level or have magical aid. Because
Control Shape is a skill, characters whose classes
give them lots of skill points (bard, monk, rogue,
and ranger) are much beer at controlling their
forms than characters of low-skill classes who
have a lot of willpower (namely clerics, druids,
sorcerers, and wizards).
If we use a saving throw mechanic for
controlling a lycanthropes shape rather than the
skill mechanic, high-willpower classes are the
best and low-willpower classes are the worst,

14

Chapter One : LYCANTHROPY

Voluntary Change
Natural to hybrid
Natural to animal
Hybrid to natural
Hybrid to animal
Animal to natural
Animal to hybrid

Will Save DC
Full Moon
Not Full Moon
18
15
20
15
20
18

Character Concept : Lycanthrope Gargoyle

If you wish, you can use the simple lycanthrope template to build a
gargoyle-like character. The characters lycanthrope animal is probably
a bat, cat, or tiger, and his natural form is his hybrid form. If the player
is willing to forego the characters humanoid form entirely, its fair to
give the lycanthrope-gargoyle the true gargoyles freeze ability and
darkvision to compensate. Good feat choices for a lycanthrope-gargoyle
include Lycanthrope Flesh, Lycanthrope Freak (armor plates), Wereform
Movement, and Wereform Weapons (2 claws). Cosmetically, the
character looks stonelike but isnt actually stone.

20
18
18
18
18
15

A character can retry the save to make a voluntary


change to animal form or hybrid form as oen
as he likes. Each aempt is a standard action.
However, on a failed check to return to his natural
form, the character must remain in his current form
until the next dawn, when he automatically returns
to his natural form.

Belladonna and Wolvesbane

These two herbs have a strong association with


lycanthropy, and despite what the MM lycanthrope
template says, they arent the same plant.
Belladonna (also known as deadly nightshade)
is a poisonous plant with dull green leaves, purple
owers, and shiny black berries. Its leaves, berries,
and roots are all poisonous, and a few berries or
a well-chewed leaf is enough to cause death in an
adult human. Belladonna is an ingested poison (DC
15). Its initial and secondary eect is 1d6 points of
Dexterity and Constitution damage.
Wolvesbane (also known as aconite and
monkshood) is a poisonous plant with dark green
leaves and bright-colored owers. It gained its
common name from European wolf-hunters
who used it to poison their arrows. Its juice is a
numbing agent and a paralytic, and even contact
with a broken stalk or an intact leaf can paralyze
the heart and the muscles that control breathing.
Wolvesbane is a contact or injected poison
(DC 15). Its initial eect is 1d6 points
of Dexterity damage, and its
secondary eect is 2d6 points of
Dexterity damage. Once
the targets Dexterity
reaches 0, any

Adaptive Lycanthropy

Perhaps the rarest form of lycanthropy is


the one called adaptive lycanthropy, or pure
lycanthropy. Rather than taking the form of
a specic lycanthrope animal on the nights
of the full moon, a creature with this type of
lycanthropy takes the form of the nearest animal
at the time of the transformation. For example, if
the pure lycanthrope is standing next to a wolf
at moonrise, he takes the shape of a wolf; if he
is standing next to a rat at moonrise, he takes
the shape of a rat. In eect, the closest creature
at moonrise determines what the creatures
lycanthrope animal is until the next moonrise.
Thus, if the transformation occurs on the third
night of the full moon, the creature has that
lycanthrope animal for an entire month.
The ability of an adaptive lycanthrope to
change animal forms wreaks havoc on
the MM lycanthrope templates.
Among other problems, the
creatures Hit Dice change
every time it transforms.
Thus, the simple lycanthrope
template provides a beer
way to create adaptive
lycanthropes.
A creature with adaptive
lycanthropy should avoid taking
feats that rely on a particular
animal form unless she is sure that
shes almost always going to be able to
take that form. For example, a druid with an
eagle animal companion neednt worry about
not having access to ight-related feats because
her animal companion is sure to be nearby at
moonrise.

15

Chapter One : LYCANTHROPY


remaining damage converts to
Constitution damage.
A creature bien by a
lycanthrope can ingest
belladonna or wolvesbane
within 1 hour of the aack to
avoid acquiring lycanthropy.
The plants power lets the
creature aempt a DC 15 Fortitude
saving throw to shake o the
curse. The creature suers the
normal eects of the poison
and must make saving throws
against it as normal, though
magic or other healing can
negate or reduce its eects.
Because the plants ability to
ght lycanthropy stems from
its poison, eects that negate or delay
the poisons eects also negate its ability
to ght lycanthropy. For example, the
helpful powers of belladonna and wolvesbane are
negated for a creature protected by delay poison or
a periapt of proof against poison.
A lycanthrope carrying a fresh sprig of
wolvesbane (cut less than a week before) has an
easier time remaining in his natural form than

normal. He gains a +2 bonus on saving


throws made to resist involuntary
transformation from his natural form and
a +2 bonus on saves made to return
to his natural form voluntarily.
Oddly enough, according
to lycanthrope folklore, both
belladonna and wolvesbane are used
to create magic potions that allow a
person to take animal form. Apparently
their ability to harm lycanthropes or
forestall lycanthropic infection is a hair of
the dog method for treating the condition,
even if the lycanthropes shapechanging
abilities stem from sources other
than alchemy.

Countering Affliction With Silver

Silver can also prevent lycanthropic


aiction. If a character who has
been aacked by a lycanthrope in
the past hour drinks a pound of powdered silver
(worth 5 gp) mixed with water, he may make a DC
15 Fortitude saving throw to shake o the curse.
Elemental silver used in this way is not
harmful. However, if the creature rolls a 1 on
the special saving throw granted by the silver,
its skin, the whites of its eyes, and interior of its
mouth acquire a blue-gray color (called argyria by
modern doctors) a few weeks to months later. This
condition isnt harmful, but it is permanent unless
treated with remove disease, which negates it.
Successive uses of this silver method of
preventing lycanthropy increase the chance of
contracting argyria. The condition occurs on a roll
of 12 on the second use, 13 on the third use, and
so on. A creature with this condition is always
subject to the eects of heat metal and chill metal,
even if it carries no metal items.
Humans, elves, and half-elves with this condition
look like they have drow ancestry, and dwarves
look like they have duergar ancestry. Most creatures
in a world that contains evil drow consider this
condition horrible because they face fear and
prejudice from others. Fortunately, however,
disguises both magic and mundane can conceal
argyria, though the eye whites and inside of the
mouth may still present a problem. Hint to the
readers: Do not aempt to give yourself argyria.

Warning , Theyre Poisonous

Belladonna and wolvesbane really are poisonous plants, and theyre


quite dangerous. I recommend that you stay away from them. Dont touch
or eat them, and denitely dont try to make a potion out of them. Just
keep away from them. I dont want people to get hurt just because they
thought that being amateur herbalists would be interesting.

Jobs For Lycanthropes

In a world where lycanthropes exist, it would be fun if some of them took


jobs that would let them take advantage of their special abilities. Imagine
lycanthropes on the stage, performing The Lion King with actual animal
forms, or a weredonkey playing Bottom in A Midsummer Nights Dream,
or the Narnia stories performed by talking lycanthropes. In a modernsetting game, lycanthropes could work as animal performers in a circus,
in the movies, or on television, performing acts that no animal could
be trained to do. Or how about a remake of An American Werewolf in
London using a real werewolf? Daring lycanthropes could even serve as
stunt doubles for animals, performing dangerous stunts for the screen.
(Ethically, and legally in the United States, directors cant use real
animals in dangerous situations because the creatures cant legally give
consent, so the use of lycanthropes can add a whole new dimension to
lms.) Basically, any time you see an animal working, think about how a
lycanthrope could do the same job without needing to be toilet-trained.

16

Chapter 2 : Templates
This chapter presents new templates relating to
lycanthropes. When using these templates, forget
what you know about the MM lycanthrope,
and dont assume that any aspects of the MM
lycanthrope template are automatically included
here. If a particular ability isnt given for one of
these templates, then its not among the abilities
granted. For example, if a template doesnt mention
lycanthropic empathy, dont assume that the
creature gets it just because the MM template has
it. The templates described here are complete, and
you dont need to refer to the MM to use them.

any), whichever is greater. A lycanthrope in hybrid


form that can wield weapons normally uses its bite
as a secondary aack. A lycanthrope is procient
with all its natural weapons.
Size
Base Bite Damage
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

Simple Lycanthrope

A lycanthrope is a creature that takes the shape


of an animal under the inuence of the full moon.
Natural lycanthropes inherit this condition from
their parents; aicted lycanthropes have it thrust
upon them by the aack of another lycanthrope,
but all have strong ties to the feral aspects of their
personalities.
Lycanthropes are oen indistinguishable from
nonlycanthropes, but natural lycanthropes and
long-term aicted ones sometimes display traits
reminiscent of their animal forms even in their
natural ones. For example, a wererat might have
prominent teeth and a pointed nose, a wereboar
might be hairy and have an underbite, a werewolf
could have a widows peak and a long face, and
so on.

1
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6

Special Aacks: A lycanthrope retains all the


special aacks of the base creature. A natural
lycanthrope also gains the following special aack.
Curse of Lycanthropy (Su): Any humanoid or
giant hit by the bite aack of a natural lycanthrope
in wereform must succeed on a DC 15 Fortitude
save or become an aicted lycanthrope.
Special Qualities: A lycanthrope retains all the
special qualities of the base creature and gains the
following special qualities.
Animal Form (Su): The lycanthrope looks like
a normal animal of its type, except that its size
category remains the same as the base creatures.
Thus, a human weretiger turns into a Medium
tiger, a haling werewolf becomes a Small wolf,
and a hill giant wererat becomes a Large rat.
The lycanthrope cannot vocalize in animal form
except to make sounds that its lycanthrope animal
normally makes. It gains none of the lycanthrope

Creating a Simple Lycanthrope

Simple lycanthrope is an acquired or inherited


template that can be added to any living, corporeal
creature with a discernable anatomy (referred to
hereaer as the base creature). Most lycanthropes
are humanoids.
A lycanthrope uses all the base creatures
statistics and special abilities except as noted here.
The base creatures normal shape is its natural
form, and its animal and hybrid shapes are its
wereforms.
Size and Type: The creature gains the
shapechanger and lycanthrope subtypes. Size
is unchanged. The lycanthrope takes on the
characteristics of some creature of the animal
typeoen a carnivore or omnivore such as a bear,
tiger, or wolf.
Aacks: In either of its wereforms, a lycanthrope
has a bite aack. Use the values in the table below
or the values for the base creatures bite damage (if

Variant : Simple Lycanthropes Arent So Limited

In this variant, simple lycanthropeswhether natural or afictedarent


mentally impaired when they take wereform. While in animal or hybrid
form, they can use any Charisma-, Dexterity-, or Intelligence-based
skills, the Concentration skill, and abilities that require patience or
concentration. Such lycanthropes are still limited by the physical
drawbacks of their wereforms, including the inability to speak (and
therefore cast spells with verbal components, activate magic items that
require a speaking voice, and so on) while in animal form, though they
can easily overcome this limitation by taking the Wereform Speech feat.
Furthermore, lycanthropes built with this variant still gain all the benets
of their lycanthropic ragenamely moon hit points and enhanced senses.
Tribes of these lycanthropes may be just as friendly and civilized as
any other creatures, since their lycanthropy poses no automatic threat to
others nearby. To them, the ability to change into an animal is no more
dangerous than being left-handed or having red hair. Members of such
a community would have no need for the Wereform Rage Clarity feat.
(Alternatively, you could treat them as if they all had Wereform Rage
Clarity as a bonus feat, which would give the same result.)

17

Chapter Two : TEMPLATES


though they still function according to their normal
shape and cannot be used to y. For example, a
human werebat gains membranes in his armpits,
but he cannot use them to glide or y. The
lycanthrope can perform any actions in this form
that it could in its natural form (including speaking
and using equipment), except as noted below in the
description of the limited actions special quality.
Lycanthropic Rage (Su): On the three nights of
the full moon, aicted lycanthropes are forced to
assume an animal or hybrid wereform (a standard
action) and remain in that form until the sun comes
up the next morning. An aicted lycanthrope
may resist these changes with the Control Shape
skill. The lycanthrope returns to its normal form if
slain. A natural lycanthrope has full control over its
shape and can assume any of its forms at any time.
A lycanthrope in wereform has the following
special qualities as a result of the lycanthropic rage.
When the lycanthropic rage ends, these abilities
go away as well. These qualities are in eect for
voluntary and involuntary transformations.
Enhanced Senses: Lycanthropes in wereform gain
low-light vision, lesser scent, and the Alertness
feat.
Limited Actions: Like a barbarian in the midst
of a rage, a lycanthrope in wereform cannot
use any Charisma-, Dexterity-, or Intelligencebased skills (except for Balance, Escape Artist,
Intimidate, and Ride), the Concentration
skill, or any abilities that require patience or
concentration. Furthermore, it cannot cast spells
or activate magic items that require a command
word, a spell trigger (such as a wand), or spell
completion (such as a scroll) to function. It can
use any feat it has except Combat Expertise, item
creation feats, and metamagic feats.
Moon Hit Points: The lycanthrope gains 20 moon
hit points while in wereform (see Chapter 1 for
more information about moon hit points).
Challenge Rating: Same as the base creature.
Alignment: Varies by animal type.
Level Adjustment: +1.

animals abilities (including alternate forms of


movement) except those specically noted in this
template.
Hybrid Form (Su): The lycanthropes natural form
takes on aspects of its animal form, such as fur,
scales, teeth, tail, and posture. If the lycanthrope
animal has wings, the lycanthropes equivalent
limbs (if any) gain appropriate winglike growths,

Variant : Even Simpler Lycanthropes

The basic template presented here gives lycanthropes a limited set of


abilities with the intent of minimizing the changes to a PCs or NPCs stat
block and providing the smallest possible change to LA while retaining
the basic feel of what a lycanthrope should be able to do. If youd like
your lycanthropes to have more than these basic abilities, just give them
the appropriate bonus lycanthrope feats (such as Lycanthrope Empathy,
Wereform Enhancement, Wereform Special Ability, and Wereform
Weapons, see Chapter 3: Curse of the Moon feats) until they match your
expectations. Adding three or more of these bonus feats will affect the
creatures LA and CR, but just one or two wont in most cases.
Conversely, its possible to reduce the templates LA by removing
a key ability. The main source of the +1 LA for the simple lycanthrope
template is its 20 moon hit points. For a +0 LA, take away the templates
moon hit points (but still allow creatures with the template to take feats
that have moon hit points as a prerequisite). Furthermore, 20 hit points
of any kind are less valuable at higher levels, so consider dropping the
+1 LA for PCs who have more than 100 normal hit points. Finally, classes
that rely on abilities that require clear thought (such as spellcasting) are
greatly hindered by this template and should not get the templates LA
unless they have a way to overcome its limitations (such as the Wereform
Rage Clarity feat).

Sample Simple Lycanthropes

The simple lycanthropes presented here are based


on a 1st-level human natural lycanthrope warrior
with the following base ability scores: Str 13, Dex
11, Con 12, Int 10, Wis 9, Cha 8. Since the eects
of this template are the same regardless of the
lycanthropes animal type, the lycanthrope abilities
of all the sample creatures are identical; only their
feat, skill, and equipment selections make them
dierent.

18

Chapter Two : TEMPLATES


form it gets Alertness, low-light vision, lesser scent,
limited actions, and 20 moon hit points); AL N; SV
Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, Int
10, Wis 9, Cha 8.
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite).
Hybrid form: Atk +2 melee (1d4+1, bite), or +4
melee (1d8+1/x3, masterwork baleaxe), or +2
ranged (1d6/x3, shortbow and masterwork arrow);
Full Atk +2 melee (1d4+1, bite), or +4 melee (1d8+1/
x3, masterwork baleaxe), -3 melee (1d4, bite), or +2
ranged (1d6/x3, shortbow and masterwork arrow).
Natural human form: Atk/Full Atk +4 melee
(1d8+1/x3, masterwork baleaxe) or +2 ranged
(1d6/x3, shortbow and masterwork arrow).
Skills and Feats: Balance -4, Climb -3, Escape
Artist -4, Hide -4, Intimidate +3, Jump -3, Listen
+1, Move Silently -4, Spot +1, Swim -7, Tumble
-4; Weapon Focus (baleaxe), Wereform Special
Ability (ferocity).
Ferocity (Ex): The wereboar can continue to
ght without penalty while disabled or dying. The
wereboar continues to lose 1 hit point per round at
1 to 9 as normal.
Gear: Masterwork chainmail, masterwork
baleaxe, shortbow, 20 masterwork arrows, potion
of cure light wounds (2), 39 gp.

Human simple
werebear War1; CR 1/2;
Medium humanoid
(lycanthrope,
shapechanger); HD
1d8+1; hp 5; Init +0;
Spd 20 .; AC 15,
touch 10, at-footed
15; Base Atk +1; Grp
+2; Atk/Full Atk see
below; Space/Reach
5 ./5 .; SA curse of
lycanthropy (DC 15);
SQ animal form, hybrid
form, lycanthrope rage
(in animal or hybrid form it gets Alertness, lowlight vision, lesser scent, limited actions, and 20
moon hit points); AL N; SV Fort +3, Ref +0, Will -1;
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite).
Hybrid form: Atk +2 melee (1d4+1, bite), or
+4 melee (1d8+1/x3, masterwork baleaxe), or
+2 ranged (1d10/19-20, heavy crossbow and
masterwork bolt); Full Atk +2 melee (1d4+1, bite),
or +4 melee (1d8+1/x3, masterwork baleaxe), -3
melee (1d4, bite), or +2 ranged (1d10/19-20, heavy
crossbow and masterwork bolt).
Natural human form: Atk/Full Atk +4 melee
(1d8+1/x3, masterwork baleaxe) or +2 ranged
(1d10/19-20, heavy crossbow and masterwork bolt).
Skills and Feats: Balance -3, Climb +2, Escape
Artist -3, Hide -3, Jump +2, Listen +0, Move Silently
-3, Spot +0, Swim -5, Tumble -3; Metamorph
Healing (1/day heal 10 hp when transforming),
Weapon Focus (baleaxe).
Gear: Masterwork breastplate, masterwork
baleaxe, heavy crossbow, 20 masterwork
crossbow bolts, potion of cure light wounds, 17 gp.

Human simple wererat War1; CR 1/2; Medium


humanoid (lycanthrope,
shapechanger); HD
1d8+1; hp 5; Init +0;
Spd 30 .; AC 14,
touch 10, at-footed
14; Base Atk +1; Grp
+2; Atk/Full Atk see
below; Space/Reach
5 ./5 .; SA curse of
lycanthropy (DC 15);
SQ animal form, hybrid
form, lycanthrope rage
(in animal or hybrid
form it gets Alertness,
low-light vision, lesser
scent, limited actions, and 20 moon hit points); AL
N; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con
12, Int 10, Wis 9, Cha 8.
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite).
Hybrid form: Atk +2 melee (1d4+1, bite), or +3
melee (1d6+1/18-20, masterwork rapier), or +2
ranged (1d8/19-20, light crossbow and masterwork
bolt); Full Atk +2 melee (1d4+1, bite), or +3 melee
(1d6+1/18-20, masterwork rapier), -3 melee (1d4,
bite), or +2 ranged (1d8/19-20, light crossbow and
masterwork bolt).

Human simple wereboar War1; CR 1/2;


Medium humanoid
(lycanthrope,
shapechanger); HD
1d8+1; hp 5; Init +0;
Spd 20 .; AC 15,
touch 10, at-footed
15; Base Atk +1; Grp
+2; Atk/Full Atk see
below; Space/Reach
5 ./5 .; SA curse of
lycanthropy (DC 15);
SQ animal form, hybrid
form, lycanthrope rage
(in animal or hybrid

19

Chapter Two : TEMPLATES


Natural human form: Atk/Full Atk +3 melee
(1d6+1/18-20, masterwork rapier) or +2 ranged
(1d8/19-20, light crossbow and masterwork bolt).
Skills and Feats: Hide +4, Move Silently +4, Spot
+1; Smaller Beastform (may become Small rat
instead of Medium), Stealthy.
Gear: Masterwork studded leather, masterwork
buckler, masterwork rapier, light crossbow, 20
masterwork crossbow bolts, potion of cure light
wounds, 33 gp.

Human simple werewolf War1; CR 1/2; Medium


humanoid (lycanthrope,
shapechanger); HD
1d8+1; hp 5; Init +0; Spd
30 .; AC 15*, touch
10*, at-footed 15;
Base Atk +1; Grp +2*;
Atk/Full Atk see below;
Space/Reach 5 ./5 .;
SA curse of lycanthropy
(DC 15); SQ animal
form, hybrid form,
lycanthrope rage (in
animal or hybrid form it
gets Alertness, low-light
vision, lesser scent, limited actions, +4 enhancement
bonus to Str and Dex, and 20 moon hit points); AL
N; SV Fort +3, Ref +0*, Will -1; Str 13, Dex 11, Con 12,
Int 10, Wis 9, Cha 8.
Animal Form: Atk/Full Atk +4 melee (1d4+3, bite).
Hybrid form: Atk +4 melee (1d4+3, bite), or +5
melee (1d8+3/19-20, masterwork longsword), or +4
ranged (1d8/19-20, light crossbow and masterwork
bolt); Full Atk +4 melee (1d4+3, bite), or +5 melee
(1d8+3/19-20, masterwork longsword), -1 melee
(1d4+1, bite), or +4 ranged (1d8/19-20, light
crossbow and masterwork bolt).
Natural human form: Atk/Full Atk +3 melee
(1d8+1/19-20, masterwork longsword) or +2 ranged
(1d8/19-20, light crossbow and masterwork bolt).
Skills and Feats: Balance 2*, Climb 1*, Escape
Artist 2*, Hide 2*, Jump 1*, Listen +1, Move
Silently 2*, Spot +1, Survival +1, Swim 3*,
Tumble 2*; Track, Wereform Enhancement (+4
enhancement bonus to Str and Dex in wereform).
Gear: Masterwork chain shirt, small steel
shield, masterwork longsword, light crossbow, 20
masterwork bolts, potion of cure light wounds, potion
of jump, oil of magic weapon, 22 gp.
*These values increase by +2 in wereform
because of the Strength and Dexterity increases
from the Wereform Enhancement feat. These
bonuses are already included in the aack values
for the werewolfs animal and hybrid forms.

Human simple weretiger War1; CR 1/2; Medium


humanoid (lycanthrope,
shapechanger); HD
1d8+1; hp 5; Init +4; Spd
30 .; AC 16, touch 10,
at-footed 16; Base Atk
+1; Grp +2; Atk/Full Atk
see below; Space/Reach
5 ./5 .; SA curse of
lycanthropy (DC 15);
SQ animal form, hybrid
form, lycanthrope rage
(in animal or hybrid
form it gets Alertness,
low-light vision, lesser
scent, limited actions, and 20 moon hit points); AL
N; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12,
Int 10, Wis 9, Cha 8.
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite).
Hybrid form: Atk +2 melee (1d4+1, bite), or
+3 melee (1d6+1/x3, masterwork scimitar), or
+2 ranged (1d8/x3, longbow and masterwork
arrow); Full Atk +2 melee (1d4+1, bite), or +3
melee (1d6+1/x3, masterwork scimitar), -3 melee
(1d4, bite), or +2 ranged (1d8/x3, longbow and
masterwork arrow).
Natural human form: Atk/Full Atk +3 melee
(1d6+1/x3, masterwork scimitar) or +2 ranged (1d8/
x3, longbow and masterwork arrow).
Skills and Feats: Balance -2, Climb +3, Escape Artist
-2, Hide +0, Jump -1, Move Silently -2, Spot +1, Swim
-3, Tumble -2; Improved Initiative, Wereform Special
Ability (improved grab: bite or claw).
Improved Grab: To use this ability, the weretiger
must hit with a bite or claw aack (this weretiger
has no claw aacks but may gain them by taking
the Wereform Weapons feat). If the weretiger hits, it
may immediately aempt to start a grapple as a free
action without provoking an aack of opportunity.
Gear: Masterwork chain shirt, large steel shield,
masterwork scimitar, longbow, 20 masterwork
arrows, potion of cure light wounds, potion of magic
fang, 18 gp.

Cursed Lycanthrope

A cursed lycanthrope is a creature forced to take


hybrid form when stressed or when the moon is full.
Unlike other kinds of lycanthropy that oer certain
advantages in some situations, cursed lycanthropy
is considered a horrible burden by all but the most
evil and chaotic creatures because it endangers
not only the victim but others around him. Most
cursed lycanthropes acquire this template as the

20

Chapter Two : TEMPLATES


result of a spell (see Chapter 6: Moon-Based Spells),
though some become cursed from the aack of a
cursed lycanthrope, or by touching or eating strange
herbs, or by drinking from a magical stream, or
via a strange mutation of the curse from a normal
lycanthrope.
Cursed lycanthropes look no dierent in their
natural forms than they did before acquiring the
curse. Some believe that they eventually take on
feral features appropriate to their lycanthrope
animals, but most dont live long enough to
test this theory. In its hybrid form, a cursed
lycanthropes mouth is very large and full of sharp,
jagged teeth, and its eyes are blood-red.

Special Aacks: A cursed lycanthrope retains all


the special aacks of the base creature.
Special Qualities: A cursed lycanthrope retains
all the special qualities of the base creature and
gains the following special qualities.
Wereform (Su): A cursed lycanthrope
automatically assumes its hybrid form on the
nights of the full moon and whenever it enters
combat. The hybrid form is the same size as
the creatures natural form. If the moon caused
the change, the cursed lycanthrope remains in
wereform until the moon sets. If combat caused
the change, the cursed lycanthrope remains in
wereform until all nearby creatures (those it can
detect that are Small or larger) are dead. The
cursed lycanthrope cannot speak in wereform,
and its vocalizations are limited to animal noises.
A cursed lycanthrope drops whatever it is holding
but does not remove armor or other equipment
when it transforms.
A cursed lycanthrope in wereform has the
following special qualities.
Blood Curse: A creature that survives an aack
from a cursed lycanthrope must succeed on
a DC 15 Fortitude save or become a cursed
lycanthrope at the next full moon.
Enhanced Senses: Cursed lycanthropes in
wereform gain low-light vision, lesser scent, and
the Alertness feat.
Moon Hit Points: The cursed lycanthrope
gains 20 moon hit points while in wereform
(see Chapter 1 for more
information about
moon hit
points).

Creating a Cursed Lycanthrope

Cursed lycanthrope is an acquired template that


can be added to any living, corporeal creature with a
discernable anatomy (referred to hereaer as the base
creature). Most cursed lycanthropes are humanoids.
A cursed lycanthrope uses all the base creatures
statistics and special abilities except as noted here.
Unlike other lycanthropes, a cursed lycanthrope
does not have a pure animal form. Its only other
shape is a hybrid form that mixes elements of
its natural form with those of some carnivorous
animal (usually a bear, tiger, or wolf). However,
rumors exist of cursed lycanthropes that have only
animal forms and no hybrid ones.
Size and Type: The creature gains the
shapechanger and lycanthrope subtypes. Size
is unchanged. The lycanthrope takes on the
characteristics of some carnivorous creature of the
animal type, such as a bear, tiger, or wolf.
Speed: The creatures ground speed increases by
+10 feet in wereform.
Aacks: In wereform, a cursed lycanthrope has a
primary bite aack and two secondary claw aacks.
Use the values in the table below or the values for
the base creatures bite and claw damage (if any),
whichever are greater. Cursed lycanthropes in
wereform do not use manufactured weapons, but
they are procient with all their natural weapons.
Base Bite
Base Claw
Size
Damage
Damage
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

1
1d2
1d3
1d4
1d6
1d8
2d6
3d6
4d6

1
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6

21

Chapter Two : TEMPLATES


Rage (Su): While in its wereform, a cursed
lycanthrope is in a state almost identical to
barbarian rage. All the ability score, armor
class, and saving throw modiers for that
condition apply. Unlike a raging barbarian,
however, a cursed lycanthrope cannot end its
rage voluntarily; it simply continues raging until
it returns to its natural form. Any eect that
ends rage (such as calm emotions) also causes the
cursed lycanthrope to return to its natural form.
A raging cursed lycanthrope cannot distinguish
friend from foe and indiscriminately aacks
creatures nearby. When outnumbered four or
more to one, a cursed lycanthrope may run away,
but otherwise it normally ghts to the death. The
modiers for this form of rage do not stack with
those from barbarian rage. Unlike the lycanthropic
rage from the simple lycanthrope template, this
rage cannot be circumvented by the Wereform
Rage Clarity feat.
Challenge Rating: Same as the base creature,
unless the cursed lycanthrope takes wereform
during the encounter. If it does, adjust the CR as
follows: HD 5 or lower, as the base creature +1; HD
6 or more, as the base creature. If the lycanthrope is
a spellcaster, do not apply this CR modier.
Alignment: Same as the base creature, though
the cursed lycanthrope detects as chaotic and evil
while in wereform.
Level Adjustment:

AC 16, touch 10, at-footed 16 (14, touch 8, atfooted 14 in wereform); Base Atk +1; Grp +2*;
Atk/Full Atk see below; Space/Reach 5 ./5 .; SQ
hybrid form (gains Alertness, blood curse, lowlight vision, lesser scent, rage, and 20 moon hit
points); AL N (detects as CE in wereform); SV Fort
+3*, Ref +0, Will 1*; Str 13 (17 in wereform), Dex
11, Con 12 (16 in wereform), Int 10, Wis 9, Cha 8.
Skills and Feats: Balance -5, Climb +0*, Escape
Artist -5, Hide -5, Jump +0*, Move Silently -5, Spot
+1, Swim 9*, Tumble -5; Improved Initiative,
Power Aack.
Hybrid Form: Atk +4 melee (1d6+3, bite); Full Atk
+4 melee (1d6+3, bite), -1 melee (1d4+1, 2 claws).
Natural human form: Atk/Full Atk +3 melee
(1d8+1/19-20, masterwork longsword) or +3 ranged
(1d6/x3, shortbow and masterwork arrow).
Gear: Masterwork chainmail, small steel shield,
masterwork longsword, shortbow, 20 masterwork
arrows, potion of cure light wounds, potion of jump, oil
of magic weapon, 22 gp.
*These values increase by +2 in wereform
because of the Strength and Constitution increases
from the rage ability. These bonuses are already
included in the werewolfs hybrid form aack and
damage values.
Though the werewolf automatically takes
wereform when it enters combat, the use of magic
such as calm emotions may force it back into its
natural humanoid form during a ght, therefore its
aack values in that form are listed here.

Removing the Curse

Fey Lycanthrope

To remove the curse of lycanthropy, a caster of


at least 10th level must cast remove curse or break
enchantment on the victim during one of the three
days of the full moon. Aer receiving the spell, the
character must succeed on a DC 20 Will save to
break the curse. If the save fails, the process must
be repeated. The caster knows whether or not the
spell has worked.

Fey lycanthropes (sometimes called lycanfey) are


fey creatures with shapechanging magic that is
inuenced by the moon. They come to mortal lands
to work mischief, though some are forced to t in
because they have been exiled from their home
realm due to indiscretions or because they have
fallen into disfavor with other fey.
A fey lycanthrope in its natural form has
exaggerated pointed ears, large eyes, and
elike features that make it look a bit exotic and
otherworldly. In its animal form, it looks like a
normal animal, and its hybrid form is a mix of its
natural and animal forms. In any form, its features
change depending on its mooda playful or
happy lycanfey looks almost cartoonishly cute,
and an angry one looks like a creature out of a
nightmare.

Sample Cursed Lycanthrope

The cursed lycanthrope presented here is based


on a 1st-level human warrior with the following
ability scores: Str 13, Dex 11, Con 12, Int 10, Wis
9, Cha 8. Although he should assume wereform
and rage every time he ghts, his normal statistics
are included in case he is forced to stay in human
form by some eect such as calm emotions or an
antimagic eld.

Creating a Fey Lycanthrope

Human cursed werewolf War1; CR 1; Medium


humanoid (lycanthrope, shapechanger); HD
1d8+1*; hp 5*; Init +4; Spd 20 . (30 . in wereform);

Fey lycanthrope is an inherited template


that can be added to any living, corporeal

22

Chapter Two : TEMPLATES


a haling feywolf becomes a Small wolf, and a hill
giant feyrat becomes a Large rat. The lycanfey can
vocalize in animal form just as easily as it can in its
natural form. It gains none of the lycanthrope
animals abilities (including
alternate forms of movement)
except those specically
noted in this template.
Changing to or
from animal form
is a standard
action.
Cold Iron
Vulnerability
(Su): A
lycanfey in
wereform
has cold iron
vulnerability
5 (see Variant:
Silver Vulnerability
in Chapter 1, page
11) rather than silver
vulnerability or damage
reduction/silver.
Hybrid Form (Su): The fey lycanthropes
natural form takes on aspects of its animal form,
such as fur, scales, teeth, tail, and posture. If the
lycanthrope animal has wings, the lycanfeys
equivalent limbs (if any) gain appropriate winglike
growths, though they still function according to
their normal shape and cannot be used to y. For
example, a human feybat gains membranes in his
armpits, but he cannot use them to glide or y. The
lycanthrope can perform any actions in this form
that it could in its natural form (including speaking
and using equipment). Changing to or from hybrid
form is a standard action.
Low-Light Vision: A lycanfey has low-light vision.
Moon Powers (Su): On the nights of the full
moon, a lycanfey gains additional abilities, as
noted below.
Fast Transformation: A lycanfeys transformation
to or from animal or hybrid form is a free action
instead of a standard action.
Illusory Size: A lycanfey may cloak itself in a sizechanging illusion to appear one size category
larger or smaller than its true size. This ability
is treated as a 1st-level spell-like ability and is
usable at will.
Spell-Like Abilities: 1/daydancing lights, daze,
disguise self, ghost sound, invisibility. Caster level
equals the lycanfeys character level. The save DCs
are Charisma-based.

creature with a discernable anatomy (referred


to hereaer as the base creature). Most lycanfey
are humanoids or fey. A fey lycanthrope uses all
the base creatures statistics and special
abilities except as noted here.
Size and Type: The
creatures type changes
to fey. Do not
recalculate Hit
Dice, base aack
bonus, or saves.
The creature
gains the
shapechanger
and
lycanthrope
subtypes. Size
is unchanged.
The fey
lycanthrope
takes on the
characteristics of
some creature of the
animal type, usually a
carnivore or omnivore such as a
bear, tiger, or wolf.
Aacks: In either of its wereforms, a lycanfey
has a bite aack. Use the value in the table below
or the value for the base creatures bite damage (if
any), whichever is greater. A lycanfey in hybrid
form that can wield weapons normally uses its bite
as a secondary aack. A lycanfey is procient with
all its natural weapons.
Size
Base Bite Damage
Fine

Diminutive

Tiny

1d2

Small

1d3

Medium

1d4

Large

1d6

Huge

1d8

Gargantuan

2d6

Colossal

3d6

Special Aacks: A lycanfey retains all the


special aacks of the base creature.
Special Qualities: A fey lycanthrope retains all
the special qualities of the base creature and gains
the following special qualities.
Animal Form (Su): The fey lycanthrope looks
like a normal animal of its type, except that its size
category remains the same as the base creatures.
Thus, a human feytiger turns into a Medium tiger,

23

Chapter Two : TEMPLATES


Natural human form: Atk/Full Atk +3 melee
(1d8+1/19-20, masterwork longsword) or +3 ranged
(1d6/x3, shortbow and masterwork arrow).
Skills and Feats: Balance +0, Climb +0, Diplomacy
+3, Escape Artist +0, Hide +0, Intimidate +5, Jump
+0, Listen +1, Move Silently +0, Search +2, Spot +3,
Swim -1, Tumble +0; Bonus Moon Hit Points (+10).
Elf Traits: Immune to magic sleep spells and
eects; +2 to saves against enchantment spells or
eects; low-light vision; entitled to a Search check
when within 5 feet of a secret or concealed door
as though actively looking for it; Martial Weapon
Prociency (composite longbow, composite
shortbow, longbow, longsword, and rapier)
as bonus feats; +2 to Listen, Search, and Spot
(included in the above totals).
Moon Powers (Su): On the nights of the full
moon, its transformation to or from animal or
hybrid form is a free action instead of a standard
action. It may cloak itself in a size-changing illusion
to appear one size category larger or smaller than
its true size; this ability is treated as a 1st-level
spell-like ability and is usable at will.
Spell-Like Abilities (Sp): 1/daydancing lights, daze
(DC 10), disguise self, ghost sound (DC 10), invisibility.
Caster level 1. The DCs are Charisma-based.
Gear: Masterwork chain shirt, masterwork
buckler, masterwork rapier, shortbow, 20
masterwork arrows, 14 gp.

Skills: A lycanfey gains a +2 bonus on


Diplomacy and Intimidate checks.
Challenge Rating: Same as the base creature.
Alignment: Varies by animal type.
Level Adjustment: +1.

Sample Fey Lycanthrope

The fey lycanthrope presented here is based on a


1st-level elf warrior with the following base ability
scores before racial modiers: Str 13, Dex 11, Con
12, Int 10, Wis 9, Cha 8.
Elf fey werewolf War1; CR 1; Medium humanoid
(lycanthrope, shapechanger); HD 1d8; hp 4; Init +1;
Spd 30 .; AC 16, touch 11, at-footed 15; Base Atk
+1; Grp +2; Atk/Full Atk see below; Space/Reach
5 ./5 .; SA spell-like abilities; SQ animal form,
cold iron vulnerability 5 (in wereform), elf traits,
low-light vision, hybrid form, moon powers, racial
skill bonuses (+2 to Diplomacy and Intimidate), elf
traits; AL N; SV Fort +2, Ref +1, Will -1; Str 13, Dex
13, Con 10, Int 10, Wis 9, Cha 8.
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite).
Hybrid form: Atk +2 melee (1d4+1, bite), or +3
melee (1d8+1/19-20, masterwork longsword), or
+3 ranged (1d6/x3, shortbow and masterwork
arrow); Full Atk +2 melee (1d4+1, bite), or +3 melee
(1d8+1/19-20, masterwork longsword), -3 melee
(1d4, bite), or +3 ranged (1d6/x3, shortbow and
masterwork arrow).

24

Chapter 3 : Curse of the Moon Feats


This chapter presents new feats that relate to
lycanthropy.

essence of silver laces this aack or eect, making it


more harmful to lycanthropes than normal.
Prerequisite: Special aack or spell-like ability.
Benet: All the hit point damage from your
chosen special aack or spell-like ability is
considered silver damage, so it bypasses moon
hit points, prevents certain types of regeneration,
and so on. All other eects of the ability are
unaected. For example, if a red dragons argent
breath weapon deals 60 points of re damage, all
60 points count as silver damage for the purpose of

Feat Descriptions

Most of the feats in this chapter have lycanthropy


as a prerequisite, though some are useful for
nonlycanthropes.

Argent Ability [General]

Choose one of your special aacks or spell-like


abilities that deals hit point damage. The pure
Feat

Argent Ability
Argent Spell
Bonus Moon Hit Points
Celestial Wereform
Extra Lycanthrope Animal
Fast Lycanthrope Afiction
Fast Wereform
Faster Flight
Fiendish Wereform
Hearts Power
Improved Damage Reduction
Improved Flight Maneuverability
Larger Beastform
Larger Hybrid Form
Lycanthrope Empathy
Lycanthrope Flesh
Lycanthrope Freak
Lycanthrope Bite
Lycanthrope Spawn
Metamorph Healing
Moon Over Body
Moonbite Survivor
Mooname Breath

Prerequisite

Special attack or special ability

Lycanthrope with moon hit points


Lycanthrope, good alignment, base
Fort save +4
Lycanthrope, base Fort save +3, base
Will save +3
Natural lycanthrope, base Fort save +4
Lycanthrope with slow transformation
rate
Fly speed
Lycanthrope, evil alignment, base Fort
save +4
Lycanthrope, base Fort save +4, base
Will save +4
Natural DR
Fly speed
Lycanthrope (fey or simple)
Lycanthrope (fey or simple), Larger
Beastform
Lycanthrope (fey or simple)
Lycanthrope with no natural armor
bonus granted by race or natural
ability
Lycanthrope
Natural lycanthrope
Natural lycanthrope, base Will save +5
Lycanthrope
Lycanthrope
Nonlycanthrope who did not
contract lycanthropy from a true
lycanthropes bite
Lycanthrope with a bite attack in
animal form

Sensitive Ears

Smaller Beastform

Lycanthrope (fey or simple)

25

Benet

Converts damage to silver damage


Converts half of spell damage to silver damage
+10 moon hit points
DR 5/magic; acid, cold, or electricity resistance 5; grants extraplanar and
good subtypes
Grants an additional lycanthrope animal
Your bite transmits lycanthropy in 1d4 rounds
Lycanthropic transformation takes a standard action
+10 feet ight speed
DR 5/magic; acid, cold, or electricity resistance 5; grants extraplanar and
evil subtypes
Eating enemys heart grants +2 enhancement bonus to Str, Dex, or Con
DR increases by 5 (max 15)
Flight maneuverability increases by one category
Increases beastform by one size category
Increases hybrid form by one size category
Allows communication and empathy with normal or dire animals of
lycanthrope animal type
+2 bonus to natural armor in wereform
Replaces lycanthrope animal with a different creature
Your bite transmits lycanthropy even in your natural form
Subjects your aficted victims to your will
Heals 10 points upon transformation 1/day
Heals damage according to moon phase
Grants 5 moon hit points
Grants aming bite for +1d6 re damage or breath weapon for 1d6 re
damage per character level (max damage dice per day for both equals
character level)
+5 bonus on Listen checks; can always take 10 on Listen checks; sonic
vulnerability 10
Lets you decrease beastform by one size category

Chapter Three : CURSE OF THE MOON FEATS


Feat

Swarm Animalform
Wereform Enhancement
Wereform Movement
Wereform Rage Clarity
Wereform Scent
Wereform Special Ability
Wereform Speech
Wereform Weapons
Wolfskinner

Prerequisite

Lycanthrope (fey or simple), animal


form normally Tiny or smaller
Lycanthrope (fey or simple), base Fort
or Ref save +2
Lycanthrope (fey or simple), base Fort
save +4
Lycanthropic rage, base will save +3
Lycanthrope with lesser scent
Lycanthrope (fey or simple),
lycanthrope animal with special
attack or special quality
Lycanthrope
Lycanthrope (fey or simple),
lycanthrope animal with multiple
natural attacks
Int or Wis 10

Benet

Lets you use a swarm of your animal form as your beastform


+4 enhancement bonus to Str and Dex in wereform
Grants faster movement and use of lycanthrope animals movement modes
in wereform
Removes limits on actions in wereform
Replaces lesser scent with scent ability
Grants one of lycanthrope animals special abilities in wereform
Grants ability to speak in wereform
Grants one or two extra natural attacks of lycanthrope animal in wereform
Grants ability to take wolf shape

harming lycanthropes and other creatures that are


vulnerable to silver.
This feat does not aect the abilitys frequency of
use, the time needed to use it, or any other aspect
of the ability.
Note: Silver damage is not a new type of
damage and does not allow an ability to bypass
normal protections against the unmodied version
of the spell. For example, a red dragons argent
breath used against another red dragon (a creature
immune to re) has no eect, nor would it aect a
simple lycanthrope that has a protection from energy
(re) spell active, as long as the protection blocks
all the re damage. However, any damage that gets
through the targets defense would count as silver
damage and would therefore bypass any moon
hit points it has. In other words, creatures are not
more vulnerable to argent abilities than to normal
ones unless they already have a vulnerability to
silver (such as the silver vulnerability weakness
described on page 11) or silver-bypassed special
defenses (such as moon hit points, damage
reduction/silver, or a chain devils regeneration,
which doesnt work against silver weapons).
Special: You may take Argent Ability multiple
times. Its eects do not stack. Each time you take
this feat it applies to a dierent special ability.

damage for the purpose of harming lycanthropes


and other creatures that are vulnerable to silver.
Likewise, if an argent ice storm spell deals 10
points of bludgeoning damage and 6 points of cold
damage, 5 points of the bludgeoning damage and 3
points of the cold damage are also silver damage.
Casting a spell as an argent spell requires a
material component (a piece of silver worth at least
1 sp, such as a silver coin) in addition to its usual
material component (if any). The casting time,
however, is not aected, even for characters who
cast spells without preparation (such as bards and
sorcerers).
Note: Silver damage is not a new type of
damage and does not allow a spell to bypass
normal protections against the unmodied version.
For example, an argent reball used against a red
dragon (a creature immune to re) has no eect,
nor would it aect a simple lycanthrope that has
a protection from energy (re) spell active, as long as
the protection blocks all the re damage. However,
half of any damage that gets through the targets
defense would count as silver damage and would
therefore bypass any moon hit points it has. In
other words, creatures are not more vulnerable
to argent spells than to normal ones unless they
already have a vulnerability to silver (such as the
silver vulnerability weakness described on page 11)
or silver-bypassed special defenses (such as moon
hit points, damage reduction/silver, or a chain
devils regeneration, which doesnt work against
silver weapons).

Argent Spell [General]

The pure essence of silver laces your spells, making


them more harmful to lycanthropes than normal.
Benet: Half the damage from your spells is
considered silver damage, so it bypasses moon
hit points, prevents certain types of regeneration,
and so on. The spells other eects are unchanged.
For example, if an argent reball deals 30 points of
re damage, 15 of those points also count as silver

Bonus Moon Hit Points [General]

The moon gives you more vitality than others of


your kind possess.
Prerequisite: Lycanthrope with moon hit points.

26

Chapter Three : CURSE OF THE MOON FEATS


Benet: You gain +10 moon hit points while in
wereform.
Special: You can take this feat multiple times. Its
eects stack.

Celestial Wereform [General]

Your wereforms are blessed by supernatural good.


Prerequisites: Lycanthrope, good alignment,
base Fortitude save +4.
Benet: You gain certain celestial abilities in
wereform, and your wereforms appear angelic.
While in wereform, you gain damage reduction
5/magic, plus acid, cold, or electricity resistance 5
(your choice each time you assume wereform). You
also gain the extraplanar and good subtypes, and
your aura increases in strength to match that of an
outsider.

Extra Lycanthrope Animal [General]

You gain a second lycanthrope animal and may


assume wereforms based on it.
Prerequisites: Lycanthrope, base Fortitude save
+3, base Will save +3.
Benet: Choose an animal other than your
current lycanthrope animal. This creature is now
a lycanthrope animal for you, in addition to any
lycanthrope animal or animals you already have.
You may assume this new animals form as your
beastform, as well as a hybrid form that mixes
this animals form and your natural one. You may
switch between beastforms, between hybrid forms,
or even change from one lycanthrope animals
hybrid form directly to the others beastform
as desired, according to the normal rules for
lycanthropic transformation.
If you have the Wereform Special Ability or
Wereform Weapons feats, any special abilities
or weapons available to more than one of
your lycanthrope animals are useable in the
corresponding wereforms, but those available to only
one animal apply only to that animals wereforms.
Example: A weretiger selects this feat and
chooses an owl as his second lycanthrope animal.
He has the Wereform Special Ability (improved
grab) and Wereform Weapons (2 claws) feats.
Because 2 claws appears on the laer feats natural
weapons list for both the owl and the tiger, the
lycanthrope can use these extra claw aacks in
both of those wereforms. The owl does not have
the improved grab ability, so the lycanthrope can
use that ability only while in tiger wereforms.
Special: You may take this feat multiple times.
Each time you take the feat you gain an additional
lycanthrope animal.

Fast Lycanthrope Affliction [General]

Your bite transmits a rapid-onset form of the curse


of lycanthropy.
Prerequisites: Natural lycanthrope, base
Fortitude save +4.
Benet: A creature aicted with lycanthropy
by your bite involuntarily assumes beastform in
1d4 rounds, rather than at the next full moon, as
would be the case in a normal case of lycanthropic
aiction. If the creature is a PC, it loses its
identity and temporarily comes under the control
of the DM. Depending on the circumstances,
the new lycanthrope may aack the nearest
creature or ee, but it does not aack you during
this encounter unless you aack it again or it is
magically compelled.
Other than the rapid onset of the aiction, your
bite and the victims lycanthropy are normal.

Fast Wereform [General]

You can change forms faster than normal.


Prerequisite: Lycanthrope with a slow
transformation rate.
Benet: You may change into any of your

27

Chapter Three : CURSE OF THE MOON FEATS


and your aura increases in strength to match that
of an outsider.

Hearts Power [General]

By feasting on your enemys heart, you temporarily


boost your physical prowess.
Prerequisites: Lycanthrope, base Fortitude save
+4, base Will save +4.
Benet: You can absorb some essence from
a slain enemy that is your own size category or
larger by consuming its heart (a full-round action)
within 1 minute of its death. This essence grants
you a +2 enhancement bonus to Strength, Dexterity,
or Constitution (your choice) for 24 hours. You can
use this ability only once per slain enemy, but you
do not have to be the one who killed the creature in
order to gain this bonus from its heart.
This ability works only if the slain enemy
was a living creature that had a heart or similar
organ. Constructs, undead, and creatures without
discernable anatomies have no suitable body parts
that you can eat.

Improved Damage Reduction [General]

Your ability to ignore or resist the eects of weapon


damage improves.
Prerequisite: Damage reduction gained from
race or another natural ability.
Benet: Your damage reduction value increases.
The amount of damage you resist with each aack
by virtue of your innate DR (the number before the
slash) increases by 5. If you have more than one
kind of damage reduction (such as 5/magic and
evil), all of them increase by 5 (to 10/magic and evil
in this example).
Note: This feat aects only damage reduction
gained from race or some other natural ability. It
does not aect damage reduction gained from magic
items, spells, spell-like abilities, or any other means,
nor does it aect damage reduction that cannot be
bypassed with a certain type of weapon, such as the
damage reduction gained by powerful barbarians.
Special: You may take this feat multiple times.
Its eects stack, but you cannot increase your
damage reduction value above 15.

wereforms or back to your normal form as a


standard action.
Note: This feat is appropriate only if your
lycanthropic transformation takes longer than a
standard action (see the Slow Form Change variant
in Chapter 1: Lycanthropy, page 4).

Faster Flight [General]

Your ying speed is faster than normal.


Prerequisite: Fly speed.
Benet: Your ight speed increases by +10 feet.
Special: You may select this feat multiple times.
Its eects stack.

Fiendish Wereform [General]

Your wereforms are tainted by supernatural evil.


Prerequisites: Lycanthrope, evil alignment, base
Fortitude save +4.
Benet: You gain certain endish abilities in
wereform, and your wereforms appear endish.
While in wereform, you gain damage reduction
5/magic, plus acid, cold, or electricity resistance
5 (your choice each time you assume wereform).
You also gain the extraplanar and evil subtypes,

Improved Flight Maneuverability [General]

Your ying maneuverability is greater than normal.


Prerequisite: Fly speed.
Benet: Your ight maneuverability increases
by one category.
Special: You may select this feet multiple times.
Its eects stack, but this feat cannot increase your
maneuverability rating above good.

28

Chapter Three : CURSE OF THE MOON FEATS


Larger Beastform [General]

increases in all forms (from +0 to +1 in your natural


form, if you had no natural armor bonus in that
one before).

Your beastform is of unusually large size.


Prerequisite: Lycanthrope (fey or simple).
Benet: Your beastform is one size category
larger than your normal form. You gain a +2 size
bonus to Strength, a 2 size penalty to Dexterity
(minimum Dex 1), and a 1 penalty to AC and on
aack rolls because of your increased size. If the
size of your beastform increases from Medium
to Large, it has a space of 10 feet and a natural
reach of 10 feet; otherwise space and reach are
unchanged. Your size-based modiers on grapple
and Hide checks change to those appropriate for
your new size.

Lycanthrope Freak [General]

Your lycanthrope bloodline is tainted with the


essence of some creature other than a true animal,
giving you strange wereforms.
Prerequisite: Lycanthrope.
Benet: Choose one creature from the following
list that resembles your lycanthrope animal
form: basilisk, behir, blink dog, bulee, chimera,
cockatrice, darkmantle, displacer beast, dragonne,
girallon, gorgon, grion, hippogri, hydra,
krenshar, lammasu, manticore, minotaur, owlbear,
pegasus, sea cat, shocker lizard, sphinx, unicorn,
winter wolf, or worg. This creature becomes your
lycanthrope creature, replacing your original
lycanthrope animal.
Your beastform now resembles your lycanthrope
creature, and your hybrid form looks like a mix
of this form and your natural form. You gain
darkvision in your wereforms. If the creature can
speak, you can do so as well while in wereform.
If your lycanthrope creature is a sea cat, you can
hold your breath for a number of rounds equal to 4
times your Constitution before you risk drowning.
If you select the Wereform Special Ability feat,
you may choose from the following abilities.

Larger Hybrid Form [General]

Your hybrid form is of unusually large size.


Prerequisites: Lycanthrope (fey or simple),
Larger Beastform.
Benet: Your hybrid form is one size category
larger than your normal form. You gain a +2 size
bonus to Strength, a 2 size penalty to Dexterity
(minimum Dex 1), and a 1 penalty to AC and on
aack rolls because of your increased size. If the
size of your hybrid form increases from Medium
to Large, it has a space of 10 feet and a natural
reach of 10 feet; otherwise space and reach are
unchanged. Your size-based modiers on grapple
and Hide checks change to those appropriate for
your new size.

Lycanthrope Empathy [General]

You gain an empathic bond with your lycanthrope


animal.
Prerequisite: Lycanthrope (fey or simple).
Benet: You can communicate and empathize
with normal or dire animals corresponding to
your beastform. This ability grants you a +4
racial bonus on checks made to inuence such an
animals aitude and allows the communication
of simple concepts as well as (if the animal is
friendly) commands, such as friend, foe,
ee, and aack.

Lycanthrope Flesh [General]

Your wereforms have tough skin.


Prerequisite: Lycanthrope with no natural
armor bonus granted by race or natural ability.
Benet: You gain a +2 bonus to natural armor in
your wereforms. Your natural armor bonus in your
natural form is unaected.
Special: Once you have selected this feat, you
qualify for the Improved Natural Armor feat.
If you take that feat, your natural armor bonus

Illustration by Andy Hopp

29

Chapter Three : CURSE OF THE MOON FEATS


Creature
Basilisk
Behir

Blink dog
Bulette
Chimera
Cockatrice
Darkmantle
Displacer beast
Dragonne
Girallon
Gorgon
Griffon
Hippogriff
Hydra
Krenshar
Lammasu
Manticore
Minotaur
Owlbear
Pegasus
Sea cat
Shocker lizard
Sphinx
Unicorn
Winter wolf
Worg

Special Abilities Available

Dimension Door: You may use dimension door as a


spell-like ability once per day (range 100 feet; caster
level equals your character level).
Displacement: Once per day as a free action, you
may use displacement for 1 round as a supernatural
ability (caster level equals your character level).
Electricity Resistance: You gain electricity
resistance 5.
Freezing Bite: Your bite aack also deals 1 point
of cold damage.
Lammasu Aura: Once per day, you may activate
a protection from evil eect upon yourself as a
supernatural ability (caster level equals your
character level).
Natural Cunning: You are immune to maze spells
and are never caught at-footed.
Petrifying Aack: Once per day, you can make
a petrifying aack against an enemy. Roll 1d6
per character level you possess. If the total
equals your targets current hit points, it turns to
stone (no save). If your lycanthrope creature is
a cockatrice, this ability requires a touch aack
to use; if its a gorgon, this ability is a breath
weapon with a range of 5 feet that aects only
one creature.
Poison Resistance: You get a +8 bonus on saving
throws against poison.
Rend: You can select this ability only if you have
two claw aacks. If you hit with both claws, you
deal +1d6 points of damage.
Resistance to Ranged Aacks: You gain a +2
resistance bonus on saves against any ranged
magical aack that specically targets you (except
ranged touch aacks).
Roar: You can roar once per day as a
supernatural sonic ability. The eect is a 15-foot
cone. If your lycanthrope creature is a dragonne,
the roar causes fatigue for 1d4 rounds in all
who hear it (Fortitude save negates; DC 11 +
your Constitution modier). If your lycanthrope
creature is an androsphinx, the roar causes all
creatures in the area to become shaken (Will
negates; DC 11 + your Charisma modier).
Scare: Once per day, you can peel back the skin
from your head and uer an unnerving screech.
Every creature within a 15-foot cone must make
a Will save (DC 11 + your Charisma modier) or
become shaken. Scare is a supernatural, sonic,
mind-aecting ability.
Shocking Bite: Your bite aack deals 1 point of
electricity damage.
Sprint Healing: You gain sprint healing 1/10 (see
sidebar). You may select Wereform Special Ability
(sprint healing) multiple times. Each time you

Armor plates, petrifying attack*


Armor plates, breath weapon*,
constrict, improved grab (bite),
rake, swallow whole
Blink*, dimension door*
Armor plates, pounce, rake, tremorsense
40 ft.
Armor plates, breath weapon*
Petrifying attack*
Blindsight 90 ft., constrict, darkness*,
improved grab (slam)
Displacement*, resistance to ranged
attacks
Armor plates, pounce, roar*
Rend
Armor plates, petrifying attack*, stampede
Pounce, rake

Armor plates, sprint healing**


Scare*
Lammasu aura*, pounce, rake

Natural cunning, powerful charge


Improved grab (claw)

Armor plates, rend


Electricity resistance, shocking bite*
Pounce, rake, roar* (androsphinx only)
Dimension door*, poison resistance
Breath weapon*, freezing bite, trip (bite)
Trip

*This ability can be used once per day. If you select the Wereform
Special Ability again and choose this same ability again, you
gain an additional daily use of it.
**This ability can be selected multiple times. See the ability
description for the effects of doing so.

Special abilities noted on the table above but not


explained below function as in the Wereform
Special Ability feat.
Armor Plates: Your natural armor bonus
increases by +4 while you are in wereform.
Blindsight: A weredarkmantles blindsight uses
sound and is negated by a silence spell.
Blink: As a free action once per day, you may
blink for 1 round as a supernatural ability. Your
caster level equals your character level.
Breath Weapon: Once per day, you can use a
breath weapon that deals 5d4 points of energy
damage (Reex half) appropriate for your
lycanthrope creature, as follows: behir (electricity),
chimera (any one), winter wolf (cold). The breath
weapon is a 15-foot cone, and the save DC equals
11 + your Constitution modier.

30

Chapter Three : CURSE OF THE MOON FEATS


select it, you increase the number of hit points that
you can heal per day by 10.
Swallow Whole: You can select this ability only
if you have a bite aack. By making a successful
grapple check against a creature you are already
grappling, you may swallow it whole. If you have
the Cleave feat, you may bite another creature
immediately aer swallowing an opponent.
Every round, a swallowed creature takes
bludgeoning damage equal to 1d2 plus 1/2 your
Strength bonus and 1d2 points of acid damage, and
it must also hold its breath or begin to suocate.
The creature can cut its way out of you using
a light slashing or piercing weapon to deal 10
points of damage to your gizzard, and you take
half of this damage. Your gizzards AC is 10 plus
your natural armor bonus. Once the creature
exits, muscular action closes the hole, so another
swallowed creature must cut its own way out. Your
gizzard can hold up to two creatures that are two
size categories smaller than you, eight creatures
that are three sizes smaller, or thirty-two creatures
that are four sizes smaller. You may regurgitate
a swallowed creature as a full-round action that
provokes an aack of opportunity. Changing forms
has no eect on swallowed creatures, but you can
regurgitate a swallowed creature only while you
are in wereform.
Tremorsense: You gain tremorsense with a range
of 40 feet.
If you had already chosen wereform abilities for
your animal form and your lycanthropic creature
doesnt have access to those abilities, you may
swap your animal form abilities for those on your
freak wereforms list.
If you select the Wereform Weapons feat, you
may choose from the Natural Weapons table.
Note: You can take this feat even aer rst level.
Taking Lycanthrope Freak aer rst level causes
your wereforms to change and manifest their
true shape.

Natural Weapons
Creature

Basilisk
Behir
Blink dog
Bulette
Chimera
Cockatrice
Darkmantle
Displacer beast
Dragonne
Girallon**
Gorgon
Griffon
Hippogriff
Hydra**
Krenshar
Lammasu
Manticore
Minotaur
Owlbear
Pegasus
Sea cat
Shocker lizard
Sphinx

Number and Type of Attacks

Unicorn
Winter wolf

2 claws
1 bite, 1 bite, 2 claws

2 tentacles
2 claws
2 claws, 2 claws

2 claws
2 claws
1 bite, 1 bite, 1 bite, 1 bite
2 claws
1 claw
2 claws, 1 spike

2 claws
2 hooves
2 claws

1 claw (any) or 2 claws


(criosphinx, hieracosphinx)
2 hooves

Worg

*Choose one option at the time you select the feat. This
choice cannot be altered once selected, though you can
select the feat again if you want yet another attack.
**You may select the Wereform Weapons feat multiple
times (up to the number of attack sets indicated for the
creature). Each time you select it, you gain another attack
or set of attacks from the creatures list. For example, if
your lycanthrope creature is a chimera, you could select
the feat up to three times, gaining 1 bite the rst time, 1
bite the second time, and 2 claws the third time.
For the chimeras extra bite, the hydras extra bites, and
the girallons second set of claw attacks, you actually gain
extra heads or arms. These extra body parts have no
effect other than to provide extra attacks and cannot be
used for any other purpose. Thus, an extra head is not
subject to attacks from a vorpal weapon, nor can it keep
you alive if your true head is severed. Extra arms cannot
wear additional magic items, and so on.

Lycanthrope Bite [General]

Your lycanthropy is so strong that your bite


transmits the aiction even while you are in your
humanoid form, and its eects are harder to resist.
Prerequisite: Natural lycanthrope.
Benet: Your bite transmits lycanthropy, even
when delivered from your humanoid form. As a
standard action, you may apply your saliva to a
slashing or piercing weapon. Any creature hit by
that weapon within 1 minute of the application
risks becoming a lycanthrope just as if you had
bien it. The DC to resist the curse of lycanthropy

(whether from your bite or from a weapon coated


with your saliva) increases by +1.

Lycanthrope Spawn [General]

Creatures you aict with lycanthropy are


beholden to you.

31

Chapter Three : CURSE OF THE MOON FEATS


Special: You may take this feat multiple times.
Its eects do not stack. Each time you take it, you
may use this ability one more time per day.

Freakish Lycanthrope Forms

For the curious, the monsters for the Lycanthrope Freak list were
selected because they all have animal-like shapes, none of them are
insectlike or spiderlike, and none of them are aberrations, dragons,
outsiders, or undead.

Moon over Body [General]

You can use the power of the moon to heal your


injuries.
Prerequisite: Lycanthrope.
Benet: By concentrating for a full round under
moonlight, you can heal damage to your body.
The DC of your Concentration check depends
on the current phase of the moon, as given in the
following table.
Phase
Concentration DC

Sprint Healing

Sprint healing is just like fast healing, except it has a limit to the number
of hit points it can cure in any 24-hour period; this limit is shown after
the points-per-round value. For example, a creature with sprint healing
5/20 heals 5 hit points per round in the manner of fast healing until it has
healed 20 hit points in this manner, at which point the fast healing ends
until 24 hours have past from the time of the initial injury.
Sprint healing is a good way to give a PC the fast healing ability.
Normal fast healing is powerful in the hands of a PC because it means
they can wait a few minutes to heal up completely in between every
battle. By using sprint healing we give the PC the automatic per-round
benet of fast healing without the big power boost of an unlimited supply
of healing power.
Because a typical CR encounter lasts somewhere in the neighborhood
of 4 rounds, giving an NPC or monster sprint healing with a daily limit
equal to 4 times its healing rate is about the same as giving it normal
(limitless) fast healing with that value. For example, fast healing 15
is about the same as sprint healing 15/60 on an NPC or monster,
because in a typical battle either method is going to heal the creature
approximately the same number of hit points. Use this rule of thumb as
a guideline for giving a monster PC an appropriate sprint healing value
corresponding to their monster type.

Full
Three-quarters
Half
One-quarter
New

15
20
25
30

A successful Concentration check heals 1 point


of damage plus 1 more point for every 5 points
by which the check result exceeded the DC. For
example, if you aempt to heal yourself under a
full moon and your Concentration check result is
20, you heal 2 hit points.
This ability cannot restore moon hit points. You
can use this feat as oen as desired.

Prerequisites: Natural lycanthrope, base Will


save +5.
Benet: Any creature you aict with
lycanthropy is subject to your will. You may issue
an order to each lycanthrope you have spawned
once per day, as if using the command spell
description, but the save DC is Charisma-based.
The creature has a 4 penalty on its saving throw
against this ability while in wereform. In addition
to the options listed in the command spell, you have
the following option when issuing your order.
Aack: The lycanthrope aacks the indicated
creature to the best of its ability for 1 round. If the
lycanthrope isnt within melee range of the target at
the time the order is issued, it makes a reasonable
eort to move into melee range and aack that
same round, though it neednt take risks (such as
provoking aacks of opportunity, crossing hazards,
and so on) to do so.

Moonbite Survivor [General]

Because you survived a lycanthrope aack without


becoming a lycanthrope, you gain some strength
from the moon.
Prerequisites: Nonlycanthrope who did not
contract lycanthropy from a true lycanthropes bite.
Benet: You gain 5 moon hit points.
Note: You could also use this feat for
nonlycanthrope characters who are descended
from lycanthropes. Used in this way, the feat is a
sort of genetic legacy that pops up now and then in
a particular bloodline. When used for this purpose,
the feat is called Lycanthrope Heir.

Moonflame Breath [General]

You can breathe strange re, either as part of your


bite aack or as a breath weapon.
Prerequisite: Lycanthrope with a bite aack in
animal form.
Benet: You can manifest white or eerie green
ames in your mouth. These ames have two
possible eects.
Flaming Bite: As a free action in conjunction with
a successful bite aack, you may deal +1d6 points of
re damage in addition to your normal bite damage.

Metamorph Healing [General]

You heal damage when you change form.


Prerequisite: Lycanthrope.
Benet: Once per day, when you use your
lycanthrope ability to change shape (to any of your
forms), you may heal up to 10 points of damage to
yourself.

32

Chapter Three : CURSE OF THE MOON FEATS


Breath Weapon: As a standard action, you may
breathe a 5-foot cone of re that deals 1d6 points of
damage per character level you possess (maximum
5d6, Reex half, DC 10 + 1/2 your character level +
your Constitution modier).
The damage from these eects counts as both
re damage and silver damage.
These two eects draw from the same pool of
re damage dice each day. For example, a 9th-level
character could use this feat to produce one 5d6
breath weapon and four +1d6 bite aacks, or a 5d6
breath weapon and one 4d6 breath weapon, or
nine +1d6 bite aacks, or any combination totaling
no more than 9d6 points of damage each day.
Mooname breath is a supernatural ability.

Sensitive Ears [General]

Your hearing is very keen, but you are vulnerable


to loud sounds.
Benet: You gain a +5 bonus on Listen checks,
and you may always take 10 on Listen checks
even when threatened or distracted. You also
gain sonic vulnerability 10 (see the Variant: Sonic
Vulnerability sidebar, below) and a 2 penalty on
saving throws against sonic eects that dont deal
damage (such as thunderstones, a harpys song,
and so on).

As a swarm, you still move as a single creature,


so you cannot send portions of your swarm self
away to scout or perform other actions. If your
animal form is a ying creature, you cannot
y as a swarm unless you have the Wereform
Movement feat. Your movement in swarm form
is the same as that of your lycanthrope animal at
its usual size. For example, if your lycanthrope
animal is a rat, your rat swarm form has a regular
move of 15 feet and a climb speed of 15 feet. You
gain the swarm subtype and swarm traits while in
swarm form. Your space/reach rating changes to
10 ./0 . unless your normal space is larger. You
do not retain your original reach.

Smaller Beastform [General]

You may assume a beastform thats smaller than


normal.
Prerequisite: Lycanthrope (fey or simple).
Benet: When you assume your beastform, you
may become one size smaller than your normal size
if desired. Your size-based modiers on grapple
and Hide checks change to those appropriate for
your new size. Your ability scores, speed, face, and
reach are unaected by the change.

Variant : Sonic Vulnerability

If you choose to include the sonic vulnerability special quality in your


game, use the following description.
Sonic Vulnerability: A creature with sonic vulnerability takes extra
damage from sonic-based attacks. The amount of extra damage equals
the damage from the attack or the value of the sonic vulnerability,
whichever is lower. For example, if a creature with sonic vulnerability
10 takes 15 points of sonic damage from a shout spell, he takes an
additional 10 points of sonic damage as well. However, if the spell
dealt only 8 points of damage, the creature would take only 8 additional
points of sonic damage. A typical creature with this quality has sonic
vulnerability 10. Slightly sensitive creatures may have sonic vulnerability
5, and extremely sensitive creatures might have sonic vulnerability as
high as 30.
Only sonic damage that actually gets through to the creature causes
extra damage in this manner. For example, a creature with sonic
vulnerability 5 and resist energy (sonic) takes extra damage only from
any sonic damage in excess of the 10 points blocked by the spell. A
deafened creature with sonic vulnerability does not take extra damage
from this quality at all, though normal sonic damage still applies.

Swarm Animalform [General]

You may take the form of a swarm of creatures


whenever you take animal form.
Prerequisite: Lycanthrope (fey or simple), animal
form that is normally a Tiny or smaller creature.
Benet: As a standard action, you may take the
form of a swarm of normal-sized versions of your
lycanthrope animal. You may remain in swarm
form for up to 1 round per level per day, but these
rounds need not be consecutive. You may assume
any of your lycanthrope forms upon leaving
swarm form. Changing to or from this form has
the same diculty as assuming or leaving your
animal form does.

33

Chapter Three : CURSE OF THE MOON FEATS


Any special abilities you normally have in
animal form (such as from the Wereform Special
Ability feat) are also available in swarm form. For
example, if you have blindsense as a bat, you have
it in bat swarm form as well.
Note: If you have more than one animal form
that is normally a Tiny or smaller creature, you
may assume a swarm version of any of those
animal types.

beastform, or one category lower (minimum poor)


if you are in hybrid form.
If your lycanthrope animal has a climb speed,
you may climb in beastform at that climb speed. In
hybrid form, use your beastforms climb speed or
your base climb speed +10 feet, whichever is lower.
In wereform, you gain all the usual benets of a
climb speed (bonus on Climb checks, can always
take 10 on Climb checks, and so on).
If your lycanthrope animal has a swim speed,
you may swim at that swim speed while in
beastform. In hybrid form, use your beastforms
swim speed or your base swim speed +10 feet,
whichever is lower. In wereform, you gain all the
benets of a swim speed (bonus to Swim checks,
ability to move in water without making swim
checks, and so on). If your lycanthrope animal
can breathe water, you can breathe either water or
air in wereform. If your beastform is a crocodile,
porpoise, or whale, you can hold your breath
for a number of rounds equal to 4 times your
Constitution score before you risk drowning.
If your lycanthrope animal has a burrow speed,
you may burrow in beastform at that burrow
speed. In hybrid form, use half your beastforms
burrow or 5 feet, whichever is lower.

Wereform Enhancement [General]

You gain greater strength and agility in wereform.


Prerequisites: Lycanthrope (fey or simple),
base Fortitude or Reex save +2.
Benet: You get a +4 enhancement bonus
to Strength and Dexterity while you are in
wereform.

Wereform Movement [General]

You gain the movement and speed of your


beastform while you are in wereform.
Prerequisites: Lycanthrope (fey or simple),
base Fortitude save +4.
Benet: While in beastform, you can use your
lycanthrope animals ground speed if it is greater
than that of your normal form. In hybrid form,
you may use your beastforms ground speed or
your base speed +10 feet, whichever is lower.
If your lycanthrope animal has a y speed, you
may y at your ground speed while in beastform
or hybrid form. Your maneuverability is the
same as your lycanthrope animals if you are in

Wereform Rage Clarity [General]

Your mind is not dulled in wereform.


Prerequisites: Lycanthropic rage, base Will save
+3.
Benet: Lycanthropic rage no longer limits your
actions in wereform. You can use Intelligence-,
Dexterity-, and Charisma-based skills, all the feats
you have, and so on, as normal. Other similar
eects that limit your actions (such as barbarian
rage) still aect you normally.

Wereform Scent [General]

Your sense of smell improves.


Prerequisite: Lycanthrope with lesser scent.
Benet: While you are in wereform, the scent
ability replaces your lesser scent ability.

Wereform Special Ability [General]

While in wereform, you gain one of your lycanthrope


animals special abilities, such as rend or trip.
Prerequisites: Lycanthrope (fey or simple), a
lycanthrope animal with a special aack or special
quality.
Benet: You gain a special ability of your
lycanthrope animal, which you may use in
wereform. Select one ability from your lycanthrope
animals entry in the following table.

34

Chapter Three : CURSE OF THE MOON FEATS


Animal

Badger
Bat
Bear
Bison
Boar
Cheetah
Crocodile
Eagle
Elephant
Hyena
Leopard
Lion
Octopus
Owl
Porpoise
Rhinoceros
Shark
Snake, constrictor
Snake, viper
Squid
Tiger
Weasel
Whale
Wolf

Special Abilities Available

Ferocity: You can continue to ght without


penalty while disabled or dying. You continue to
lose 1 hit point per round at 1 to 9 as normal.
Improved Grab: To use this ability, you must
hit with the aack form indicated. If you hit,
you may immediately aempt to start a grapple
as a free action without provoking an aack of
opportunity.
Ink Cloud: Once per minute as a free action,
you may emit a cloud of ink that lls a cubic area
of water equal to your facing plus 5 feet (i.e., a
10-foot cube for a Medium creature). The ink
provides total concealment to all creatures within
it. Outside of a watery environment, this ability
produces a puddle that lls your space.
Jet: While in the water, you can jet backward
once per round as a full-round action at a speed
of 200 feet (or 100 feet in hybrid form). You must
move in a straight line, but you do not provoke
aacks of opportunity for this movement.
Keen Scent: You notice the presence of creatures
by scent within 180 feet. In addition, you can
smell blood in the water up to a mile away.
Poison: Your bite aack injects poison. The
initial and secondary damage is 1d2 points of
Constitution damage. The Fortitude DC is 10 +
your racial HD + your Constitution modier.
Pounce: If you charge, you may make a full
aack with your natural aacks. In addition, if
you have the rake ability, you may use it when
you pounce.
Powerful Charge: You deal an extra 1d6 points of
damage when you charge.
Rage: You may y into a rage in combat aer
taking damage. You gain a +4 bonus to Strength
and Constitution and a 2 penalty to Armor Class.
You cannot end this rage voluntarily; it ends only
if you are unconscious, dead, or have no other
enemies in sight.
Rake: You may select this ability only if you
have claw aacks from the Wereform Weapons
feat. When grappling and aacking with a natural
weapon, you may use your feet to make up to
two claw aacks against your grappled opponent
in addition to your other aacks for the round.
Your feet must be uncovered to use this ability,
so you cannot be wearing shoes or boots. These
foot claws use the aack bonus of your main claw
aack and are not subject to the normal 4 penalty
for using a natural weapon during a grapple. You
can rake only if you start your turn grappling (or
have pounce); you cannot start a grapple and rake
on the same turn.

Rage
Blindsense 40 ft.
Improved grab (claw)
Stampede
Ferocity
Sprint, trip (claw or bite)
Improved grab (bite)
Evasion
Stampede
Trip (bite)
Improved grab (bite), pounce, rake
Improved grab (bite), pounce, rake
Constrict, improved grab (arm), ink cloud, jet
Superior low-light vision
Blindsight 120 ft.
Powerful charge
Blindsense 30 ft., keen scent
Constrict, improved grab (bite)
Poison
Constrict, improved grab (tentacle), ink
cloud, jet
Improved grab (claw or bite), pounce, rake
Attach
Blindsight 120 ft.
Trip (bite)

The special abilities as they apply to your


wereform are described below.
Aach: You can use your powerful jaws to
aach yourself to an opponent aer a successful
bite aack. Each round that you are aached, you
automatically deal bite damage on your turn, but
you lose your Dexterity bonus to AC. You may
release your opponent as a free action. A creature
can forcibly remove you by grappling and
successfully pinning you.
Blindsense: A werebats blindsense uses sound
and is negated by a silence spell. A weresharks
blindsense is based on scent and vibration, and it
works only underwater.
Blindsight: Your blindsight uses sound and is
negated by a silence spell. When you are out of
water, your blindsight become blindsense 20 feet.
Constrict: You deal +1d6 points of damage
whenever you damage a creature with a grapple
check.
Evasion: If you make a successful Reex save
against an aack that deals half damage, you
take no damage if you make your save. This
ability does not improve if you have evasion from
another source. For example, you do not gain
improved evasion if you take enough levels in the
monk or rogue class to gain the evasion ability.

35

Chapter Three : CURSE OF THE MOON FEATS


Sprint: Once per hour, you can move up to ten
times your speed (ve times in hybrid form) while
making a charge.
Stampede: If you successfully overrun an
opponent who resists your overrun aempt, you
automatically deal 1d6 points of damage plus your
Strength bonus to that opponent.
Superior Low-Light Vision: Your low-light vision
in wereform increases from two times normal to
ve times normal.
Trip: To use this ability, you must hit with the
aack form indicated. You may immediately make
a trip aempt as a free action without provoking
an aack of opportunity. If the aempt fails, the
opponent cannot react to trip you in return.
Special: If the above table lists more than one
special ability for your lycanthrope animal, you
may select this feat multiple times. Its eects do
not stack. Each time you select this feat, you gain
a dierent special ability appropriate to your
lycanthrope animal.

Benet: You can speak normally in hybrid and


animal form if you could not before. Thus, you can
cast spells with verbal components and use items
that require a humanoid voice.

Wereform Weapons [Fighter, General]

You gain additional natural aacks appropriate to


your lycanthrope animal.
Prerequisites: Lycanthrope (fey or simple),
lycanthrope animal with more than one natural
aack.
Benet: You gain one or two additional natural
aacks appropriate to your lycanthrope animal (see
the Wereform Weapons table).
You can use the natural aacks gained from
this feat in the same manner as your lycanthrope
animal does in terms of which are primary and
which are secondary. For example, a weretiger
simple lycanthrope with this feat has two claw
aacks and a bite aack, used in that order. The
damage for this aack or aacks depends on your
size in wereform, as given in the following table.
Damage For Additional Attacks
Size
One
Two

Wereform Speech [General]

You perfect the ability to speak in your hybrid and


animal forms.
Prerequisite: Lycanthrope.

Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

WEREFORM Weapons
Animal

Ape
Badger
Bear
Cat
Cheetah
Crocodile
Eagle
Elephant
Horse
Leopard
Lion
Mule
Octopus
Owl
Pony
Raven
Squid
Tiger
Wolverine

Number and Type of Attacks


2 claws
2 claws
2 claws
2 claws
2 claws
1 tail slap
2 talons*
2 stamps
1 hoof or 1 hoof and 1 bite**
2 claws
2 claws
1 hoof
1 arm
2 claws
2 hooves
2 claws
1 tentacle
2 claws
2 claws

1
1d2
1d3
1d4
1d6
1d8
2d6
3d6

1
1d2
1d3
1d4
1d6
1d8

For example, a human weretiger simple lycanthrope


normally has a bite aack for 1d4 points of damage.
With this feat, he gains two additional claw aacks
for 1d2 points of damage each.
Special: A crocodile normally cant use its
bite and tail slap aack in the same round, but a
werecrocodile with this feat can.
If your lycanthrope animal is a horse, you gain
either one hoof aack or a hoof aack and a bite
aack the rst time you select this feat. If you chose
a hoof aack, you may select this feat a second time
to gain the second hoof aack.

Wolfskinner [General]

You have learned an ancient and secret way to take


wolf form.
Prerequisites: Intelligence or Wisdom 10 (see
below).
Benet: By wearing a wolf skin, drinking a
special beer, and reciting a magical formula, you

*Why these are called talons in the MM rather than claws, I


have no idea.
**Choose one option at the time you select the feat. This
choice cannot be altered once selected, though you can
select the feat again if you want the third attack.

36

Chapter Three : CURSE OF THE MOON FEATS


can take the form of a wolf as if you were a 5thlevel druid using wild shape. This transformation
does not aect your equipment, so most
wolfskinners strip naked before transforming so as
to avoid damaging their clothing and gear.
You can use this ability only at night. You revert
to your normal form automatically at sunrise,
whether or not you can see that event. You may
end the transformation early by making a DC
15 Fortitude saving throw. While in wolf form,
you gain the shapechanger subtype. You are not
a lycanthrope, so your transformations are not
subject to the phase of the moon, and you cannot
transmit lycanthropy. Reciting the formula and
drinking the beer allows you to take wolf form
only once in a given nightyou cannot change
back to wolf form again without drinking the beer
and reciting the formula again. This transformation
is a spell-like ability (treat as a 4th-level spell for
the purpose of Concentration checks and such).
Note: Wolfskinners consider themselves
members of a special brotherhood. Sometimes they
team up, or multiple warriors in the same tribe

may become wolfskinners. The scent of the special


beer lingers on a wolfskinner for several days
aer consumption, and another wolfskinner (or
any creature with the scent ability that is familiar
with the beers smell) can identify that odor on the
wolfskinner regardless of his form. Wolfskinners
dont oen aack each other because of this
sense of brotherhood, though rivalries do exist,
particularly between enemy tribes.
Special: The Intelligence or Wisdom prerequisite
for this feat is to learn the proper magical words.
You do not need to know how to brew the special
beer; you can acquire it from another. Without the
beer, however, you cannot use the feat.
To brew the beer, you need 1 rank in Cra
(brewing) and 1 rank in Knowledge (arcana),
Knowledge (nature), or Spellcra. Brewing one
dose takes 8 hours and 1 gp worth of various herbs.
In some lands, a wolfskinner brews a salve rather
than a beer, and only a wolfskin belt is needed
rather than an entire skin. Regardless of the specic
requirements, however, the eects are the same.

37

Chapter Four : Moon Deities

Chapter 4 : Moon Deities


Most real-world pantheons include at least one
lunar deity, which is not surprising because the
moon is one of the two giant objects moving
around in the sky. The portfolios of most such
deities cover animals, cycles of time, and
femininity. This chapter examines several realworld lunar deities, expanding and modifying
them as needed to make them suitable deities for
fantasy-game adventurers. A couple of purely
ctional ones are presented here as well.

goddess of the hunt, the wilderness, wild animals,


healing, chastity, and (in an older fertility aspect
possibly inherited from a mother-goddess whom
she supplanted) childbirth.
A more complex goddess than she rst appears,
Artemis has dual aspects to her nature. For
example, though she is a protector of women in
labor, her arrows sometimes bring death to women
in childbirth. Likewise, she is a healing deity like
her brother, but she is also responsible for the
spread of leprosy, rabies, and gout among mortals.
Generally portrayed as a beautiful young
woman with a crescent moon above her head,
Artemis is usually armed with a bow and arrows.
She is typically accompanied by several nymphs,
who are also required to remain virgins. She is very
protective of her own honor, and has even been
known to transform men who watched her bathe
into prey animals and let her hounds tear them to
pieces. The stag is sacred to Artemis, as are oak
groves.
Men cannot be priests in the Church of Artemis,
but women can join her clergy at puberty. They
are required to remain virgins while in her service,
though if a priestess wishes to marry she can
leave the priesthood to do so. Departure from the
goddesss service requires a ritual in which the
priestess sets aside various symbols of the virginal
aspects of her youth, such as dolls, a lock of hair,
and so on. The faithful of Artemis watch over
temples, guard the virtue of young women, and
conduct moonlit hunts to honor their goddess.

Deity Descriptions

Each of the deity descriptions below includes


the deitys symbol, alignment, portfolio (areas of
power), domains, and favored weapon, as well as a
short description.

Artemis (Greek)

Symbol: Crescent moon


Alignment: CN
Portfolio: Archery, hunting, the moon, chastity,
healing
Domains: Animal, Chaos, Healing, Moon
Favored Weapon: Shortbow
Artemis, the virginal Greek goddess of the hunt,
is the twin sister of the sun god Apollo and the
daughter of Zeus, lord of the Olympians. She is a

Hekate (Greek)

The Bitch, the She-Wolf


Symbol: A torch or a cross with even-length arms
Alignment: N
Portfolio: Witchcra, crossroads, the moon,
childbirth, femininity
Domains: Knowledge, Magic, Moon, Travel
Favored Weapon: Dagger
Hekate is a mysterious Greek goddess of witchcra
and crossroads. An enigmatic power who interacts
lile with the rest of her pantheon, she focuses her
aention on the women of her patriarchal native
culture. Hekate also watches over crossroads (where
witchcra rituals are oen performed for their
symbolic energy), and those that are particularly
sacred to her are marked with posts carved with a
dogs head, horses head, and snakes head.

38

Chapter Four : Moon Deities


Luna is a very old goddess who predates all
current civilizations. Though she has always
been a powerful force for the protection and
empowerment of women, her strength has waxed
and waned over the centuries. Common folk
invoke her name at weddings to bless the bride and
keep her safe in her husbands house, at childbirth
to guard the expectant mothers health, and
whenever journeys must be made at night.
Where the sun is hot and aggressive in its light,
the moon is cool and gentle, and Luna embodies
these aributes. She prefers peace to war and kind
words to loud speech, but when her charges are
threatened, she can tear apart foes with the ferocity
of a she-bear defending her cubs.
Luna is also the patron goddess of nonevil
lycanthropes. Her church teaches that good
lycanthropes are blessed by her light and that evil
lycanthropes are corruptions of her gis to mortals.
Thus, her worshipers hunt down evil lycanthropes
whenever they hear of any and either cure or slay
those they catch.
Luna is always depicted as a woman with
white eyes, dark hair, and a crescent symbol on
her forehead, although other details vary. Dogs,
wolves, and owls are her sacred animals.
Lunas church holds a small ceremony on the
rst day of each new, full, and quarter moon.

Hekate is usually depicted as a normal woman


with two ghostly dogs, though she is sometimes
shown as a crone, or as a human woman with
either three human heads or a dog head, a
horse head, and a snake head. Her torch symbol
represents illuminating the unconscious, and her
cross represents crossroads. The dog is Hekates
sacred animal.
Hekates church operates much like a witches
coven. In places where her worship is unpopular,
her faithful meet secretly so as to protect one
another from enemies. Most of her worshipers are
women, though traditionally she is also served by
castrated men (transformed into women by a
faith ritual). Hekate responds favorably to animal
sacrices, particularly black dogs, black bulls, or
black ewe lambs. The priestesses and worshipers
generally consume the meat aer an animal
sacrice to avoid wasteful death. However, she also
appreciates oerings of honey and mushrooms
at her crossroads. Hekates devout oen stain
their hands and feet with red henna, possibly
symbolizing blood. Her most famous priestess was
Medea of the Argonauts stories.
Many Wiccans revere Hekate as part of their faith.
The above description takes some liberties with what is
known of her original worship by the Greeks and is not
intended as a representation of her role in Wicca.

Luna (Fictional)

Symbol: Three crescent moons arranged in a line


Alignment: CG
Portfolio: The moon, feminine power, good
lycanthropes
Domains: Chaos, Good, Moon, Protection
Favored Weapon: Chakram

39

Chapter Four : Moon Deities


Lunar eclipses always call for prayer vigils until
the moon appears again, while solar eclipses are
sacred events to be celebrated publicly, when all
people can enjoy the night during the day. Women
hold most positions of power within Lunas church,
and a disproportionate number of her clerics
are women, but men are neither shunned nor
marginalized in her clergy.
This goddess rst appeared in the web enhancement
for Skreyns Register: The Bonds of MagicCabal,
published by Malhavoc Press. Luna is also the Roman
name of the minor Greek moon goddess Selene, but
the ctional Luna presented here is not based on the
Roman one.

of Ur. His worship predates the building of cities,


extending back to the time when his people were
still nomads.
Nanna is a kind and generous god who brings
gis to other deities and to the founding-place
of his city. He makes elds and animals fertile,
protects herdsmen, and travels across the sky in a
canoelike boat. On the nights of the new moon, he
rests in the Underworld, and while he is there he
decrees the fate of the dead.
Though he is usually depicted as an old man
with a owing beard, Nanna represents the vitality
of life and renewal of energy, so he is actually
both young and old simultaneously. His favored
animal is the bull (and sometimes the lion-dragon
known as the dragonne), and he is represented by
the number 30 (the number of days between each
moon-sun conjugation in the heavens).
Nannas church is old but vigorous, and his
church is centered on a single great ziggurat in
each city where he is worshiped. His priesthood
is open to both men and women, though some
cities allow only female high priests (who are
symbolically married to the god). Though most
of their organization is focused on preserving the
health of crops, domesticated animals, and the
people who tend them, some of his followers also
seek out and destroy the abominations created by
the evil gods.

Nanna (Sumerian)

Lord of Wisdom, Lord of the Calendar


Symbol: Crescent moon
Alignment: NG
Portfolio: The moon, fertility, vegetation, herd
animals, astrology, time
Domains: Animal, Good, Moon, Plant, Protection
Favored Weapon: Quartersta
Nanna (also known as Sin or Suen to the
Babylonians and Assyrians, and sometimes called
Nanna-Suen) is a prominent deity of the Sumerian
peopleso important that he is sometimes called
the king or prince of the gods. Like many deities of
his pantheon, Nanna spent much time in the mortal
worldin fact, he was once king of the ancient city

Thoth (Egyptian)

Symbol: Ibis
Alignment: LN
Portfolio: Magic, wisdom, writing, the moon, the
measurement of time
Domains: Knowledge, Law, Magic, Moon
Favored Weapon: Quartersta
Thoth is a wise and learned Egyptian deity who
acts as the scribe of the underworld and is partly
responsible for judging the souls of the dead.
Known mainly for his dominion over knowledge
and magic, he also keeps measure of time. Since
all three of these areas are tied to the moon in
Egyptian mythology, Thoth also has a minor aspect
as a lunar deity. He is most commonly known by
his Greek name (Thoth) rather than his Egyptian
name (Djeheuty).
The god is usually shown as a human male
with the head of an ibis. He typically wears a
lunar crescent on his head, though he is sometimes
represented just as an ibis or even as a baboona
form particularly related to his moon aspect. Both
of these animals are sacred to him.

40

Chapter Four : Moon Deities

Thoths priests are interested in normal and


magical writings, and they enjoy discovering and
translating scroll and books. Nonadventuring
worshipers of Thoth are usually scribes or
bureaucrats. Many Egyptian rituals and festivals
occur according to the moons cycle, so Thoth and
his faithful schedule such events and sometimes
even ociate at the rituals of other Egyptian deities.

creatures to extinction or purely for trophies,


though keeping trophies or tokens is acceptable
if the rest of the creature is utilized as well. He
dislikes lycanthropes that hunt needlessly, and
sometimes his followers hunt them in turn, but he
accepts those who use their skills to hunt within
the tenets of his church.
Tragus speaks lile and rarely interacts with
other deities, though he is sometimes described
as the consort of various moon goddesses. He is
typically shown as a tall, lean man clad in hunting
leathers, with his face in the shadow of moonlight.
Bloodhounds are his sacred animals, though the
oldest pictures show him with wolves.
The Church of Tragus is simple, organized in
loose cells similar to a series of druid circles, and
indeed his faith includes many druids and rangers.
His worshipers hold a hunt on the rst night of
the full moon, choosing a dangerous beast when
times are good or a large food animal when times
are lean. Hearkening back to the days of huntergatherer societies, most of his priests are males, but
women who are physically capable of hunting are
not excluded from the faith. Common folk pray to
him for success in their hunts and for protection
from wild animals.

Tragus (Fictional)

Lord of the Wild Hunt


Symbol: A hound silhouee on a white circle
Alignment: N
Portfolio: Hunting, the moon, hounds
Domains: Animal, Moon, Protection
Favored Weapon: Longsword
Tragus is a mysterious deity who is associated with
several pantheons but has no strong ties to any of
them. Some sages suggest that he is a very ancient
god who has survived the destruction of his
original worshipers culture by ingratiating himself
into other pantheons.
As his title implies, Tragus is primarily
interested in hunting. He prefers moonlight hunts
to daytime ones, but he hates those who hunt

41

Chapter 5 : Magic Items


Both those ruled by the moon and those who hunt
them have created special magic items to aid them
in their quests.

Arcane Spell Scrolls

1st-level Arcane Spells


Moonglow
Moonshadow

Item Descriptions

2nd-level Arcane Spells

The following items are organized into categories


like those in the PH.

Lesser moon healing


Lesser scent
Scent marker
Scentblock
Simple animal shape

Weapons

The following weapon property has additional


options.
Bane: Lycanthrope and shapechanger are
suitable creature types for this weapon property.

3rd-level Arcane Spells


Moon healing
Greater moonshadow

5th-level Arcane Spells

Specific Magic Weapons

Curse of lycanthropy

The following weapon property has additional


options.
Arrow of Slaying: Lycanthrope and
shapechanger are suitable creature types for this
weapon, as well as for greater slaying arrows.

Divine Spell Scrolls

For your convenience, the potions and oils that can


be made from the spells presented in this book are
listed below.
Potion or Oil
Market Price
Lesser moon healing
Moonglow
Moonshadow
Scent marker (oil)
Scentblock
Simple animal shape
Skin of the rat
Lesser scent
Moon healing
Moonlight to sunlight
Skin of the boar
Skin of the wolf
Greater moon healing
Moonstride
Greater moonshadow
Lunar sanctuary (oil)

50 gp
50 gp
50 gp
50 gp
50 gp
50 gp
50 gp
300 gp
300 gp
300 gp
300 gp
300 gp
750 gp
750 gp
800 gp
800 gp

Market Price

3rd-level Divine Spells

Market Price

4th-level Divine Spells

Market Price

5th-level Divine Spells

Market Price

9th-level Divine Spells

Market Price

Skin of the bear


Skin of the tiger
Greater moonshadow
Curse of lycanthropy
Lycanthrope shapes

42

Market Price

1,125 gp

2nd-level Divine Spells

Moonstride
Skin of the bat
Lunar sanctuary

For your convenience, the scrolls that can be made


from the spells presented in this book are listed
below.

Market Price

375 gp
425 gp

Market Price

Lesser scent
Moon healing
Moonlight to sunlight
Skin of the boar
Skin of the wolf

Scrolls

Market Price

150 gp
150 gp
150 gp
150 gp
150 gp

1st-level Divine Spells


Lesser moon healing
Moonglow
Moonshadow
Scent marker
Scentblock
Simple animal shape
Skin of the rat

Potions and Oils

Market Price

25 gp
25 gp

25 gp
25 gp
25 gp
25 gp
25 gp
25 gp
25 gp

150 gp
150 gp
150 gp
150 gp
150 gp
375 gp
375 gp
425 gp
700 gp
700 gp
750 gp

1,125 gp
3,825 gp

Chapter Five : MAGIC ITEMS


Wondrous Items

jaws at the time. While biting, the wearer cant


speak, cast spells with verbal components, activate
command word items, or do anything else that
requires using his mouth.
Faint Conjuration; CL 5th; Cra Wondrous
Item, summon monster III; Price 5,000 gp;
Weight 1 lb.
Snake Salve: This thick paste is made
from strange dried herbs, powdered
adamantine, and other rare
ingredients. If rubbed on the head
of a snake, it acts as a magic fang
spell when the command word
is spoken. Once activated, the
eect lasts for 1 minute.
The item creation process
makes ve doses of this
salve.
Faint Transmutation;
CL 1st; Cra Wondrous
Item, magic fang; Price 75 gp;
Weight .
Snake Salve, Greater: Similar to snake
salve, this paste activates a greater magic
fang spell upon the target snake, and its
eect lasts for 1 hour aer activation. The
item creation process creates ve doses of
this salve.
Faint Transmutation; CL 5th;
Prerequisites: Cra Wondrous Item,
greater magic fang; Price 1,000 gp;
Weight .
Wolfskin Belt: This simple belt is
made of wolfskin with the fur still on
it. Once per day when the sun is down,
the wearer may speak a command word
to become a Medium wolf, as if she were a
5th-level druid using wild shape. The wearer may
remain in wolf form for up to 5 minutes and can
return to her natural form as a standard action.
Some variants of this item exist in cloak form but
have the same eect.
Faint transmutation; CL 5th; Cra Wondrous
Item, skin of the wolf; Price 3,600 gp; Weight .

The following items were created by lycanthropes


to enhance their abilities and those of
their allies.
Bearskin Cloak: This heavy,
furred cloak is made of bearskin.
Once per day when the sun
is down, the wearer may
speak a command word
to become a Large brown
bear, as if she were an
8th-level druid using wild
shape. She may remain in
bear form for up to 8 minutes
and can return to her natural
form as a standard action. Some
variants of this item exist in belt
form but have the same eect.
Faint transmutation; CL 8th;
Cra Wondrous Item, skin of the
bear; Price 11,000 gp.
Crocodile Mask: This metal
mask is shaped like a crocodiles
head and decorated with green
ornamental stones. Its bearer
may activate it once per day by
speaking a command word, which
causes it to move and function as
though it were an extension of the
wearers body.
When the mask is active,
the wearer may bite once per
round as if he had a bite aack
as a natural weapon, dealing
1d8 points of damage plus his
Strength bonus. The wearer may
use the improved grab special
ability in conjunction with his bite
aack against opponents of his own
size category or smaller, and he
deals bite damage on subsequent rounds with a
successful grapple check.
The mask remains active for 5 rounds, then
becomes inert, releasing any creature held in its

43

Chapter Six : MOON-BASED SPELLS

Chapter 6 : Moon-Based Spells


The spells detailed in this chapter relate to
lycanthropy and moonlight. The Moon domain is
also introduced here.

Moonshadow: Reduces moonlight eects to new


moon level.

2nd-Level Cleric Spells

Bard Spells

Moon Healing: Restores 3d8+1/level (max +15)


moon hit points.
Moonlight to Sunlight: Amplies moonlight
according to moon phase.

2nd-Level Bard Spells

Lesser Moon Healing: Restores 2d8+1/level (max


+10) moon hit points.

3rd-Level Cleric Spells

3rd-Level Bard Spells

Greater Moon Healing: Restores 4d8+1/level (max


+20) moon hit points.
Moonstride: As air walk, but subject can walk only
on moonlight.

Moon Healing: Restores 3d8+1/level (max +15)


moon hit points.

4th-Level Bard Spells

Druid Spells

Greater Moon Healing: Restores 4d8+1/level (max


+20) moon hit points.

1st-Level Druid Spells

Cleric Spells

Lesser Moon Healing: Restores 2d8+1/level (max


+10) moon hit points.
Moonglow: Your face or hand glows with moonlight.
Moonshadow: Reduces moonlight eects to new
moon level.
Scent Marker: Marks subject with scent of your
choice.
Scentblock: Removes subjects scent.
Simple Animal Shape: You take the form of an
animal of your choice.
Skin of the Rat: You can become a Small dire rat as
if using wild shape.

Moon Domain

Deities: This domain is appropriate for any


deities whose portfolios include the moon or
lycanthropy.
Granted Power: You may use your turn or rebuke
ability to turn or rebuke lycanthropes as well as
any other creatures you would normally aect.

Moon Domain Spells

1 Moonglow: Your face or hand glows with


moonlight.
2 Skin of the Wolf: You can become a Medium
wolf as if using wild shape.
3 Lunar Sanctuary: Lunar energy suuses an area,
making lycanthropes stronger.
4 Confusion: Subjects behave oddly for 1 round/
level.
5 Curse of Lycanthropy: Target becomes a cursed
lycanthrope.
6 Shadow Walk: You can step into shadow to
travel rapidly.
7 Insanity: Subject suers continuous confusion.
8 Animal Shapes: One ally/level polymorphs into
a chosen animal.
9 Lycanthrope Shapes: As animal shapes,
but allows multiple transformations and
lycanthrope abilities.

2nd-Level Druid Spells

Lesser Scent: Grants the lesser scent ability.


Moon Healing: Restores 3d8+1/level (max +15)
moon hit points.
Moonlight to Sunlight: Amplies moonlight
according to moon phase.
Skin of the Boar: You can become a Medium boar
as if using wild shape.
Skin of the Wolf: You can become a Medium wolf
as if using wild shape.

3rd-Level Druid Spells

Greater Moon Healing: Restores 4d8+1/level (max


+20) moon hit points.
Greater Moonshadow: As moonshadow, but 1
day/level.
Lunar Sanctuary: Lunar energy suuses an area,
making lycanthropes stronger.
Moonstride: As air walk, but subject can walk only
on moonlight.

1st-Level Cleric Spells

Lesser Moon Healing: Restores 2d8+1/level (max


+10) moon hit points.

44

Chapter Six : MOON-BASED SPELLS


3rd-Level Ranger Spells

Skin of the Bat: You can become a Large dire bat


as if using wild shape.

Greater Moon Healing: Restores 4d8+1/level (max


+20) moon hit points.
Greater Moonshadow: As moonshadow, but 1
day/level.
Lunar Sanctuary: Lunar energy suuses an area,
making lycanthropes stronger.
Skin of the Bat: You can become a Large dire bat
as if using wild shape.
Skin of the Boar: You can become a Medium boar
as if using wild shape.
Skin of the Wolf: You can become a Medium wolf
as if using wild shape.

4th-Level Druid Spells

Skin of the Bear: You can become a Large brown


bear as if using wild shape.
Skin of the Tiger: You can become a Large tiger as
if using wild shape.

5th-Level Druid Spells

Curse of Lycanthropy: Target becomes a cursed


lycanthrope.

9th-Level Druid Spells

4th-Level Ranger Spells

Lycanthrope Shapes: As animal shapes, but allows


multiple transformations and lycanthrope
abilities.

Paladin Spells

Skin of the Bear: You can become a Large brown


bear as if using wild shape.
Skin of the Tiger: You can become a Large tiger as
if using wild shape.

2nd-Level Paladin Spells

Sorcerer/Wizard Spells

Lesser Moon Healing: Restores 2d8+1/level (max


+10) moon hit points.

1st-Level Sorcerer/Wizard Spells

Moon Healing: Restores 3d8+1/level (max +15)


moon hit points.

Moonglow: Your face or hand glows with


moonlight.
Moonshadow: Reduces moonlight eects to new
moon level.

4th-Level Paladin Spells

2nd-Level Sorcerer/Wizard Spells

3rd-Level Paladin Spells

Greater Moon Healing: Restores 4d8+1/level (max


+20) moon hit points.

Lesser Scent: Grants the lesser scent ability.


Scent Marker: Marks subject with scent of your
choice.
Scentblock: Removes subjects scent.
Simple Animal Shape: Turns subject into an
animal of your choice.

Ranger Spells
1st-Level Ranger Spells

Lesser Moon Healing: Restores 2d8+1/level (max


+10) moon hit points.
Moonglow: Your face or hand glows with
moonlight.
Moonshadow: Reduces moonlight eects to new
moon level.
Scent Marker: Marks subject with scent of your
choice.
Scentblock: Removes subjects scent.

4th-Level Sorcerer/Wizard Spells

Greater Moonshadow: As moonshadow, but 1


day/level.
Moonstride: As air walk, but subject can walk only
on moonlight.

5th-Level Sorcerer/Wizard Spells

Curse of Lycanthropy: Target becomes a cursed


lycanthrope.

2nd-Level Ranger Spells

Spell Descriptions

Lesser Scent: Grants the lesser scent ability.


Moon Healing: Restores 3d8+1/level (max +15)
moon hit points.
Simple Animal Shape: Turns subject into an
animal of your choice.
Skin of the Rat: You can become a Small dire rat as
if using wild shape.

This chapter introduces the moonlight spell


descriptor, which applies to spells that duplicate or
emulate the eects of moonlight as well as others
that negate such eects. The curse descriptor
created by Monte Cook (thanks, Monte!) is also
utilized here for a spell whose eects cannot be
dispelled, only removed with remove curse.

45

Chapter Six : MOON-BASED SPELLS


Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The target gains the lesser scent ability (see
Chapter 1: Lycanthropes, page 11).
Arcane Material Component: A few hairs from a
bloodhound.

Lunar Sanctuary

Evocation [Light, Moonlight]


Level: Druid 3, Moon 3, Ranger 3
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 . + 5 ./2 levels)
Area: 20-.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No

Curse of Lycanthropy

This spell imbues an area with the power of the


moon, causing it to glow faintly. Treat the illumination
as shadowy if the area is not already brighter.
Each Charisma check made to turn or rebuke
lycanthropes within this area takes a 3 sacred
penalty. Any lycanthrope or worshiper of a lunar
deity gains a +2 morale bonus on aack rolls, damage
rolls, and saving throws within this area. If the area
contains an altar, shrine, or other permanent xture
dedicated to your deity or a lunar power, these
modiers are doubled (6 penalty to turn or rebuke,
+4 morale bonus on aacks, damage, and saves).
If the area contains an altar, shrine, or other
permanent xture of a darkness deity or higher
power of darkness, this spell instead curses the
area, cuing o its connection with the associated
deity or power. If this secondary function applies,
the spell grants no bonuses or penalties relating to
lycanthropy or lunar deities, as given above.
Material Component: A vial of holy or unholy
water and 25 gp worth of powdered moonstone,
both of which must be sprinkled around the area.

Transmutation [Curse]
Level: Druid 5, Moon 5, Sorcerer/Wizard 5
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The target gains the cursed lycanthrope template
(see Chapter 2: Templates) and automatically takes
beastform at the next full moon. You must choose the
targets lycanthrope animal (bat, wolf, or the like) at
the time of casting. The subject remains unaware of
its condition until circumstances make it clear.
Arcane Material Component: A few drops of
lycanthrope blood or a pinch of lycanthrope
hair, which must be taken from a lycanthrope in
beastform. The lycanthrope providing the hair
need not match the lycanthrope animal you wish to
assign to the subject.
Note: If you use the Lycanthropy As Disease
variant from Chapter 1: Lycanthropes, this spell
also has the disease descriptor.

Lycanthrope Shapes

Transmutation
Level: Druid 9, Moon 9

Lesser Scent

This spell functions like animal shapes except as


noted. You may choose a dierent animal shape for
each target. In eect, the chosen animal becomes
the targets lycanthrope animal for the duration
of the spell. As a standard action, the target may
assume animal form, its natural form, or a hybrid

Transmutation
Level: Druid 2, Ranger 2, Sorcerer/Wizard 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch

46

Chapter Six : MOON-BASED SPELLS


of the two. The hybrid form has all the abilities of
the animal form, except that if the natural form
has hands and humanlike speech, the hybrid form
does too. The phase of the moon does not aect the
targets ability to assume the spell-assigned shapes,
though it still aects a lycanthrope targets own
shapechanging abilities normally. Each target also
gains 10 moon hit points. These moon hit points
disappear when the spell ends, whether or not the
target normally has moon hit points.
Unlike the subject of a polymorph spell, the target
also gains the extraordinary special qualities of its
new form. For example, a subject that becomes a
wolf gains low-light vision and scent. The subject
also gains the lycanthrope and shapechanger
subtypes. If the target is already a lycanthrope and
you choose a dierent lycanthrope animal than
its normal one, it may take either animals form
or hybrid form as if it had the Extra Lycanthrope
Animal feat.
When you cast this spell, only the initial
transformation at the time of casting allows the
target to regain lost hit points as described in the
polymorph spell; later form changes do not. Unlike
the subject of animal shapes, a target can take its
natural form without ending the spell for itself.

This spell restores 2d8 moon hit points plus 1 point


per caster level (maximum +10) to a lycanthrope. If
used on a lycanthrope that does not normally have
moon hit points, the spell functions like cure light
wounds. The spell has no eect on nonlycanthropes,
and unlike a cure spell, it has no special eect on
undead. When you cast moon healing, your hand
glows faintly with a light resembling moonlight.

Moonglow

Evocation [Light, Moonlight]


Level: Druid 1, Moon 1, Ranger 1, Sorcerer/Wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Duration: 10 minutes/level (D)
You may cause your hand or face to glow with a
pale white light that resembles moonlight. You
may manifest or hide this light at will as a free
action, changing its location each time if you
desire. Any lycanthrope within the spells radius
of bright light (20 feet) treats that area as if the
moon were one phase closer to full. Thus, resisting
involuntary transformations to beastform in the
area becomes more dicult, but abilities requiring
strong moonlight become easier.

Moon Healing

Moonlight to Sunlight

Conjuration (Healing) [Moonlight]


Level: Bard 3, Cleric 2, Druid 2, Paladin 3, Ranger 2
Saving Throw: Will negates (harmless)

Transmutation [Light, Moonlight]


Level: Cleric 2, Druid 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 . + 5 ./2 levels)
Area: 20-.-radius emanation (see text)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

This spell functions like lesser moon healing, except


that it restores 3d8 moon hit points plus 1 point
per caster level (maximum +15) to a lycanthrope.
If used on a lycanthrope that does not normally
have moon hit points, the spell functions like cure
moderate wounds.

Moon Healing , Greater

You amplify the moonlight in the area, making a


full moons light as strong as sunlight. The area
is lit as brightly the phase of the moon allows, as
given on the following table.
Phase
Effect

Conjuration (Healing) [Moonlight]


Level: Bard 4, Cleric 3, Druid 3, Paladin 4, Ranger 3
Saving Throw: Will negates (harmless)
This spell functions like lesser moon healing, except
that it restores 4d8 moon hit points plus 1 point per
caster level (maximum +20) to a lycanthrope. If used
on a lycanthrope that does not normally have moon
hit points, the spell functions like cure serious wounds.

Full
Full sunlight
Three-quarters
Half sunlight
Half
Weak sunlight
One-quarter
Daylight spell
New
Moonglow spell

Moon Healing , Lesser

The specic eects are described below.


Full Sunlight: The light in the area is the
equivalent of full sunlight and has the normal
eects on sunlight-vulnerable creatures such as

Conjuration (Healing) [Moonlight]


Level: Bard 2, Cleric 1, Druid 1, Paladin 2, Ranger 1
Saving Throw: Will negates (harmless)

47

Chapter Six : MOON-BASED SPELLS


spell ends. Because of the lack of moonlight, aempts
to take beastform voluntarily become more dicult
(using the Control Shape skill or the Will save
mechanic introduced in Chapter 1: Lycanthropes,
page 14), and voluntary transformations to the
targets natural form become easier.
When this spell ends, the normal moonlight
conditions apply once again. Lycanthropes facing
involuntary transformations must aempt saving
throws normally to resist the change at this time.
Some good churches use this spell to incapacitate
aicted lycanthropes, causing them to revert them
to more harmless forms for easier curing.
Arcane Material Component: A white stone
painted black, coated in tar, or otherwise
completely obscured by a black, opaque substance.

vampires and wraiths.


Half Sunlight: A vampire in this level of sunlight
moves at half speed and takes a 4 penalty on
aack rolls. It is destroyed uerly by 2 full rounds
of light at this intensity. A wraith in this light takes
a 4 penalty on all rolls, and its Constitution drain
DC also decreases by 4.
Weak Sunlight: A vampire in this light moves
at normal speed and takes a 2 penalty on aack
rolls. It is destroyed uerly by 4 full rounds of light
at this intensity. A wraith in this light takes a 2
penalty on all rolls, and its Constitution drain DC
also decreases by 2.
Daylight Spell: The area is lit with the equivalent
of a daylight spell, though only in a 20-foot-radius
emanation. This light counts only as a 2nd-level
spell for the purpose of dispelling and countering
darkness spells.
Moonglow Spell: The area shines as if under the
eect of a moonglow spell.
While the primary area of the spell is a 20-footradius emanation, the light from the spell spills out
to a 40-foot radius, brightening this larger area at
least to the level of shadowy illumination, if it is
not already that bright.
This spell works as described only in areas where
the moons light is shining. Underground, indoors,
and in other areas where the natural moonlight is
blocked (including areas magically lit by moonlight),
the spell always functions as if the moon were new.

Moonshadow, Greater

Transmutation
Level: Druid 3, Ranger 3, Sorcerer/Wizard 4
Duration: 1 day/level
This spell functions like moonshadow, except as
noted above.
Arcane Material Component: A crushed
moonstone worth at least 50 gp, mixed with black
earth or tar.

Moonstride

Transmutation
Level: Cleric 3, Druid 3, Ranger 3
Duration: 1 minute/level

Moonshadow

Transmutation
Level: Cleric 1, Druid 1, Ranger 1, Sorcerer/Wizard 1
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 . + 5 ./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell functions like air walk, except as noted.


The target creature can walk only on moonlight,
which must emanate from a moon that is at least
half full (whether waxing or waning). Magical
darkness, signicant cloud cover, or objects that
obscure the ambient moonlight (including ceilings
and the cover of earth) prevent the subject from
using this spell in that area. Spells that create
moonlight equivalent to that of a half moon provide
sucient light for the purpose of this spell. Thus,
a spell might create a beam of moonlight to tread
upon, perhaps allowing the subject to ascend to a
cliop, castle parapet, or other dicult-to-reach
location. You can use a spell that causes you to
radiate moonlight (such as moonglow) in conjunction
with this spell, but can only move at half speed.

You surround the target with a dull gray aura that


completely blocks the eects of natural moonlight,
as well as spells or eects of spell level 1st or lower
with the moonlight descriptor. All eects and
abilities of the target that rely on moonlight are
treated as if the moon were new, whether or not the
target is actually exposed to moonlight at the time.
If the target is a lycanthrope who has undergone
an involuntary lycanthropic change, it may aempt
to return to its natural form. If the target has moon
hit points, they are suppressed while the spell is in
eect but return to their previous level when the

Scent Marker

Transmutation
Level: Druid 1, Ranger 1, Sorcerer/Wizard 2
Components: V, S, M, DF (see text)

48

Chapter Six : MOON-BASED SPELLS


Scentblock

Casting Time: 1 standard action


Range: Touch
Target: Creature or object touched
Duration: Instantaneous (see text)
Saving Throw: Will negates
Spell Resistance: Yes

Transmutation
Level: Druid 1, Ranger 1, Sorcerer/Wizard 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You mark the target with an odor recognizable


by creatures with the scent or lesser scent ability.
Creatures without these abilities may notice the
odor but do not understand what it represents.
Blood: The target smells strongly of blood, as
though it has recently sustained a severe injury.
Most animal-intelligence predators are intrigued by
the smell of blood, but most prey animals avoid it.
Poison/Sickness: The target smells unhealthy, as if
it had an advanced infection or had been poisoned
recently. This marker can also duplicate the
lingering scent of skunk musk or other substances
that creatures with animal intelligence normally
avoid. (Although predators normally seek out
weak, old, or sick animals, this scent implies severe
illness and is thus avoided even by such creatures.)
Predator: The target smells like a dangerous
predator. Prey animals avoid this scent, while
belligerent predators may try to challenge the
scent-bearer for supremacy. This scent is oen used
to mark territory.
Prey: The target smells like a prey animal.
Predators generally seek out creatures with this
scent, and prey animals are likely to accept a target
bearing this scent rather than eeing outright.
Substance or Creature: The target smells like a
particular vegetable or animal substance, such as
cinnamon, honey, bear, sweat, sh, or the like. The
scent can even mimic that of a specic creature. Use
of the spell in this laer manner requires a focus and
creates a specic smell rather than a general scent.
Intelligent creatures that can smell the scent do not
necessarily react the same way as an animal would.
For example, a minotaur might hunt any creature that
enters its territory, while a pack of blink dogs might
investigate the scent only if it smells like a predator.
The scent is not magically sustained and is
susceptible to any normal factors that might
interfere with it, such as cleaning, rain, the
application of stronger scents, and so on. Normally,
the scent remains strong for a few days, faint for
another few days, and thereaer is gone.
Material Component: If a specic smell is desired,
a small amount of the corresponding material (a
pinch of cinnamon, a drop of honey, a bit of bear
fur, or the like) is required. Otherwise, the spell
does not require a material component.

The target creature ceases to give o any scent at


all. Creatures with the scent ability cannot use it
to detect the subject of the spell, although they
can still use sight, hearing, and other methods.
Targets with abilities based on strong smells (such
as troglodytes) cannot use those abilities while this
spell is in eect. The spell does not block strongsmelling substances (garlic, skunk musk, and the
like) applied to the target aer casting.

Simple Animal Shape

Transmutation
Level: Druid 1, Ranger 2, Sorcerer/Wizard 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level (D)
You assume the form of an animal of your choice.
This change is primarily a cosmetic transformation.
Your size does not change, and you do not gain the
new forms special aacks, special qualities, ability

49

Chapter Six : MOON-BASED SPELLS


Focus: The skin of a bat or batlike creature. This
skin becomes a part of your body for the duration
of the spell and returns to normal when it ends.

scores, bonus feats, physical qualities, or any other


abilities except as follows.
Movement: You gain the new forms mundane
movement capabilities, including a y speed of up to
60 feet, and nonying special movement modes such
as burrowing or climbing at a speed of up to 30 feet.
Natural Aack: You gain a bite aack that deals
base damage according to the following table. If
the chosen animal does not normally have a bite
aack, you gain an aack appropriate for it (such
as a gore or kick) that deals this same base damage.
Size
Base Bite Damage
Fine
Diminutive
Tiny
Small
Medium
Large
Huge
Gargantuan
Colossal

Skin of the Bear

Transmutation
Level: Druid 4, Ranger 4
This spell functions like skin of the bat, except that
you take the shape of a Large brown bear.
Focus: The skin of a bear or bearlike creature. This
skin becomes a part of your body for the duration of
the spell and returns to normal when it ends.

1
1
1d2
1d3
1d4
1d6
1d8
2d6
3d6

Skin of the Boar

Transmutation
Level: Druid 2, Ranger 3
This spell functions like skin of the bat, except that
you take the shape of a Medium boar.
Focus: The skin of a boar or boarlike creature.
This skin becomes a part of your body for the
duration of the spell and returns to normal when it
ends.

Smell: You smell exactly like the animal you


resemble.
You lose your ability to speak while in animal
form because you are limited to the sounds that a
normal, untrained version of animal can make. (The
normal sound a wild parrot makes is a squawk, so
changing to this form does not permit speech.)
Example: Rehala, a haling druid, casts this
spell and takes the form of a wolf. Her wolf form
is Small, and she does not have the wolfs ability
score modiers, natural armor bonus, scent ability,
trip ability, Track bonus feat, low-light vision, or
skill bonuses. However, she looks exactly like a
wolf, smells exactly like a wolf, moves like a wolf
(land speed 50 feet), and may bite creatures much
as a wolf does. Though unable to truly function
like a wolf, she is perfectly disguised as one in
terms of physical appearance and scent. Since she
cannot speak, she cannot cast spells with verbal
components.

Skin of the Rat

Transmutation
Level: Druid 1, Ranger 2
This spell functions like skin of the bat, except that
you take the shape of a Small dire rat.
Focus: The skin of a rat or ratlike creature. This
skin becomes a part of your body for the duration
of the spell and returns to normal when it ends.

Skin of the Tiger

Transmutation
Level: Druid 4, Ranger 4
This spell functions like skin of the bat, except that
you take the shape of a Large tiger.
Focus: The skin of a tiger or tigerlike creature. This
skin becomes a part of your body for the duration of
the spell and returns to normal when it ends.

Skin of the Bat

Transmutation
Level: Druid 3, Ranger 3
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level (D)

Skin of the Wolf

Transmutation
Level: Druid 2, Moon 2, Ranger 3
This spell functions like skin of the bat, except that
you take the shape of a Medium wolf.
Focus: The skin of a wolf or wolike creature. This
skin becomes a part of your body for the duration of
the spell and returns to normal when it ends.

You take the shape of a Large dire bat, as if you


were an 8th-level druid using wild shape.

50

Appendix 1 : Lycanthrope Racial Levels


Some characters may wish to increase their
lycanthrope abilities at a faster rate than taking
feats allows them to. In fact, such a character may
feel that learning how to be a beer lycanthrope
is more important than aaining higher levels
as a beer ghter, cleric, or other PC class. This
appendix presents two sets of racial classes
for lycanthropes: one for those who have no
spellcasting ability or no wish to advance it (the
lycanthrope racial class), and one for those who
do (the lycanthrope spellcaster racial class). These
lycanthrope racial classes are intended for fey
lycanthropes and simple lycanthropes only, not for
MM-standard lycanthropes.
Taking levels in a racial class never imposes
a multiclassing penalty. A lycanthrope can take
levels in the lycanthrope racial class as well as its
original races racial class. Thus, an elf lycanthrope
can take levels in both the lycanthrope and the elf
racial classes. A creature is not required to take any
levels in its racial class, nor is it required to nish
all the levels in its racial class before it can take
levels in another class. Regardless of their specic
lycanthrope animals, all lycanthropes use the same
lycanthrope racial classes. For example, werebears
and wererats can both use the same racial classes.
Levels in a racial class count as racial hit dice, such
as for the Wereform Special Ability (poison) feat.
A lycanthrope can even have levels in one of
these classes and no other class levels (for example,
an orc werewolf lycanthrope 2). Such a character
gets 4 skill points for its rst class level, even if
that is a racial class level. A human lycanthrope still
gets its racial bonus feat and 1 bonus skill point per
level, even for these racial class levels, and even if it
has levels only in a lycanthrope racial class.
Because these racial classes are based on the
natural progression of the animal type, each has
d8 Hit Dice, base aack bonus as cleric, good
Fortitude and Reex saves, and 2 skill points per
Hit Die, with some slight customization.

Lycanthrope Racial Class


Level
1st
2nd
3rd

BAB
+0
+1
+2

Fort
+2
+3
+3

Ref
+2
+3
+3

Will
+0
+0
+1

lycanthrope animal. For example, a wererat also has


Balance, Climb, Move Silently, and Swim as class
skills, while a werewolfs additional class skills are
Hide, Move Silently, and Survival. If the lycanthrope
animal has a climb or swim speed, Climb or Swim is
always a class skill for that lycanthrope.
Skill Points at 1st Character Level: (2 + Int
modier) 4.
Skill Points at Each Additional Level: 2 + Int
modier.
Weapon and Armor Prociency: If you have
levels in only the lycanthrope racial class (no actual
class levels), you are procient with all simple
weapons, but not with armor or shields.
Bonus Feat: At each lycanthrope level, you gain
a bonus lycanthrope feat (any feat with lycanthrope
as a prerequisite or part of a prerequisite). You
must still meet all prerequisites for a bonus feat.

Lycanthrope Spellcaster
Racial Class
Level BAB Fort Ref Will Special

1st
2nd
3rd

Special

Bonus feat
Bonus feat
Bonus feat

+0
+1
+2

+0
+0
+1

+2
+3
+3

+0
+0
+1

Bonus feat
Bonus feat
Bonus feat

Spellcasting

+1/2 level in existing class


+1/2 level in existing class
+1/2 level in existing class

Hit Die: d6.


Class Skills: Cra (Int), Listen (Wis), Profession
(Wis), Spellcra (Int), Spot (Wis), and any skills
given for the lycanthrope animal. For example, a
wererat also has Balance, Climb, Move Silently, and
Swim as class skills, while a werewolfs additional

Hit Die: d8.


Class Skills: Cra (Int), Listen (Wis), Profession
(Wis), Spot (Wis), and any skills given for the

51

Appendix 1 : Lycanthrope Racial Levels


Skill Points at 1st Character Level: (2 + Int
modier) 4.
Skill Points at Each Additional Level: 2 + Int
modier.
Weapon and Armor Prociency: If you have
levels in only the lycanthrope spellcaster racial
class (no actual class levels), you are procient with
all simple weapons, but not with armor or shields.
Bonus Feat: At each lycanthrope spellcaster
level, you gain a bonus lycanthrope feat (any feat
with lycanthrope as a prerequisite or part of a
prerequisite). You must still meet all prerequisites
for a bonus feat.
Spellcasting: Choose one spellcasting class in
which you already have levels. At each lycanthrope
spellcaster level, your spellcasting ability in that
class (caster level, spells known, and spells per day)
advances by one-half level. If you have more than
one spellcasting class, you do not have to advance
the same classs spellcasting with each level. Halflevel spellcasting increments are described on the
Sean K Reynolds Games website If Lycanthrope
Spellcaster is your rst class level (in other words, if
you have no levels in any spellcasting class), choose
one spellcasting base class; you gain the spellcasting
ability of a 1st-level character of that class

class skills are Hide, Move Silently, and Survival.


If the lycanthrope animal has a climb or swim
speed, Climb or Swim is always a class skill for that
lycanthrope spellcaster.

Appendix 2 : Spell Effects on Lycanthropes

The following spells may have special eects on


lycanthropes, as given below.
Banishment: Silver is a substance that opposes a
lycanthrope target (assuming that the lycanthrope
is also an outsider and therefore can be aected by
this spell).
Calm Emotions: This spell lets a simple
lycanthrope in the midst of lycanthropic rage make
an aempt to return to its natural form. When the
spell ends, he may change to wereform again if the
moon is out.
Commune with Nature: You should decide
whether a lycanthrope in animal form counts as a
natural creature for the purpose of this spell, and
likewise whether one in hybrid form counts as an
unnatural creature.
Detect Animals or Plants: You should decide
whether a lycanthrope in animal form detects as
a normal animal of its type, and whether one in
hybrid form gives a partial result or no result at all.
Discern Location: You should decide whether
spells such as this one, dream, and other remoteidentifying eects can locate a lycanthrope in
wereform.

Feeblemind: Lycanthropes can still make


voluntary and involuntary changes while under
the eect of this spell.
Geas: This spell and lesser geas do not punish a
lycanthrope that is ordered to refrain from taking
beastform for changing involuntarily. Such a usage
of the spell would be like ordering a creature to
refrain from breathing.
Hallow: When you cast this spell, you may
choose to apply the 4 penalty to aempts to turn
or rebuke lycanthropes instead of undead. The
following spells are also options for xing to the
hallow location: lesser scent, moonglow (xed to the
area, not the caster, manifesting when a creature
enters), scent marker.
Unhallow: When you cast this spell, you may
choose to apply the 4 penalty to aempts to turn
or rebuke lycanthropes instead of undead. The
following spells are also options for xing to the
unhallow location: lesser scent, moonglow (xed to the
area, not the caster, manifesting when a creature
enters), scent marker.

52

OPEN GAME LICENSE Version 1.0a


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15. Copyright Notice:
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
d20 System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, and Bruce R. Cordell,
based on original material by E. Gary Gygax and Dave Arneson.
Curse of the Moon Copyright 2006 Sean K Reynolds. All rights reserved.

Designation of Product Identity: The following items are hereby designated as


Product Identity in accordance with Section 1(e) of the Open Game License,
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53

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