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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 William Johnson, Eric Lonsbury, Stephen Saunders,
Design: Sean K Reynolds Clemens Schfer, Conrad Schfer, Mark Serrahn,
Editing: Penny Williams Christian Stone, David Wetzel, Michelle Wetzel
Cover: Sean K Reynolds and Clipart.com Additional Spell Ideas: Alfred Neutronium Dragon
Interior Illustrations: Andy Hopp, ClipArt.com Hailey (lycanthrope shapes) and Michael Munro
Developer: Sean K Reynolds (moonlight to sunlight)
Proofreading: Je Alex Blake Bristol, Aaron Cale, Special Thanks: The late Nigel Findley for Van Richtens
Alfred Neutronium Dragon Hailey, Michael Guide to Werebeasts and other products by TSR, Inc.
Munro, John Belatrix Murray, & Mike Ring Though I never met him, I greatly enjoyed his work,
Design & Typeseing: Marc Schmalz and those who knew him speak well of him.
Playtesters: Lou Agresta, Alexander Austin, Heather Header font is Wolves And Ravens from Cumberland
Beecher, Maieu Begin, Ma Budner, Stewart Boyles, Games and Diversions, www222.pair.com/sjohn
Ross Cook, Ma Donaldson, Clay Fleischer, Jan- Dedication: To Brillig, my beautiful white cat. I miss you
Philipp Grtler, David Hall, Kristian Hartmann, every day.

Table of Contents
Chapter 1: Lycanthropy ...................................................... 3 Chapter 5: Magic Items ..................................................... 38
Lycanthropy Issues and Variants .................................. 3 Chapter 6: Moon-Based Spells ......................................... 42
Denitions of Terms ........................................................ 3 Spell Lists ........................................................................ 42
Chapter 2: Templates ......................................................... 16 Spell Descriptions .......................................................... 48
Simple Lycanthrope ...................................................... 16 Appendix 1: Lycanthrope Racial Levels ......................... 49
Cursed Lycanthrope ..................................................... 19 Lycanthrope Racial Class ............................................. 49
Fey Lycanthrope ............................................................ 20 Lycanthrope Spellcaster Racial Class ......................... 49
Chapter 3: Curse of the Moon Feats ................................ 23 Appendix 2: Spell Eects on Lycanthropes .................... 51
Chapter 4: Moon Deities ................................................... 35

www.seankreynolds.com/skrg
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Dungeons & Dragons and Wizards of the Coast are Content herein is prohibited without express written
Registered Trademarks of Wizards of the Coast, and are permission from Sean K Reynolds, except for purposes
used with Permission. All rights reserved. The mention of of review or use of Open Game Content consistent with
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All other content is 2005 Sean K Reynolds. This edition it. The original purchaser may print or photocopy copies
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Introduction by the Author
I love templates. I think theyre the best things means that a lycanthrope in humanoid
that have ever happened to monsters in the game. formeven a character unwiingly aicted
Im also a big fan of lycanthropes, partly because with lycanthropyis much tougher than a
I like animals and partly because Im a night nonlycanthrope. This concept conicts with
person. I love the fact that you can turn a creature the idea of a traditional lycanthrope, who is
into a lycanthrope by adding a template, and that indistinguishable from a normal person when
the lycanthrope templates allow you to create the moon is down. This book presents a new
countless dierent werecreatures. lycanthrope template that doesnt change the
Unfortunately the lycanthrope templates base creature in its normal form.
presented in the MM have a lot of problems. They The MM lycanthropes are locked into certain
carry baggage from older editions of the game. alignments. These alignment standards are
They complicate a characters Hit Dice. They biased against certain creatures without
make assumptions about animals that are not precedent in the actual animals naturefor
necessarily valid and narrowly dene the kinds example, wolves arent evil, but werewolves
of lycanthropes the game can have. Furthermore, are. Furthermore, these forced alignments raise
their game eects dont always agree with our serious questions about PC alignment in human
perceptions of lycanthropes from stories and or lycanthrope form, especially involuntary
movies. Some of these problems are systemic to all alignment changes in alignment-sensitive
templates, but others are specic to the lycanthrope characters such as paladins. Furthermore, they
templates. prevent certain class combinations that shouldnt
This book is my chance to x the lycanthrope be restricted. In one well-known published
templates. Here are some examples of the changes campaign world, for example, four of the ve
Ive made. MM lycanthropes cant be clerics or druids of
The typical template includes a level adjustment the two lycanthrope deities! This book explores
(LA) to dene the power level of a templated alternate alignments for each lycanthrope type
PC with respect to normal characters. Each of and addresses the alignment issues for aicted
the lycanthrope templates in the MM has a +2 lycanthropes.
or +3 LA, not counting the increase to eective The MM lycanthropes have damage reduction
character level (ECL) from the animal Hit Dice, bypassed by silver. This feature makes them
which is at least another +1. The eects of this immune to most physical aacks but not most
LA on a character are obvious at low levels damaging spells. This book presents alternate
(the MM sample wererat is an ECL 5 character ways of handling lycanthrope immunities and
with 12 hit points), but they become even more vulnerabilities and beer address the quirks
pronounced at higher levels. Furthermore, an of how the MM rules do and dont protect
LA makes a template much less desirable for lycanthropes.
spellcasters because they lose access to their In addition to these new options, this book
higher-level spells. (Nonspellcasters dont face adds a whole bunch of crunchy stu such as
as great a problem because most templates feats, spells, and magic items, plus some rules-
give rewards that make up for the loss of light stu, including several sample moon deities.
base aack bonus, skill points, and saves.) The greatest aspect of the Open Gaming License
This book presents alternate versions of the is that it opens up the game to alternate ideas
standard lycanthropes with very low LAs and about material that used to be presented in only
no ECL adjustments from animal Hit Dice, thus one ocial way. Use this book to expand and
reducing the cost of the template. reinvent the concept of lycanthropes in your game.
The MM templates add animal Hit Dice Hopefully aer reading Curse of the Moon, youll
to the base creature. Not only does this come away with some new ideas for lycanthropes
addition increase a PCs ECL, but it also and a beer understanding of the template rules.
Sean K Reynolds

2
Chapter 1: Lycanthropy
Lycanthropy is a complex condition. The rules moon, one or more of the following events might
provided for it in the MM are problematic, leave trigger a form change.
unanswered questions, and open the door for The moon is full.
expanded discussion on many topics. Most of this The moon is above the horizon.
chapter is dedicated to pointing out problems, The moon is at its highest point (high moon).
asking important questions, and providing new The sun is seing.
rules to address those issues. Night has fallen (no sunlight or twilight
remains).
Lycanthropy Issues and Variants The clock strikes midnight.
The MM version of lycanthropes does not jive Clouds, dust, or other phenomena that obscure
well with the lycanthropes of legend in certain the moon or sun are present or absent.
ways. This chapter addresses these variances and The lycanthrope sees the moon or is struck by
proposes new mechanics to bring lycanthropes into moonlight.
line with the traditional versions. Clearly, when the transformation occurs depends
on many factors. For the sake of consistency, you
Definitions of Terms should decide which factors aect a particular
The following general terms are used throughout lycanthrope and stick to your decisionotherwise,
this book. a PC lycanthrope has no way of knowing whether
Lycanthrope: A creature that takes the shape its safe to go outside. For example, a DM running a
of an animal under the inuence of the full moon. cinematic game might rule that lycanthropes change
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

3
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.
form only at night, when the moon is full and they Aicted lycanthropes arent the only ones who
have a clear view of it. In such cases, the lycanthrope need to understand these triggers. The moon may
changes form dramatically when the moon comes not force natural lycanthropes into beastform
out from behind the clouds, or when he exits a against their will, but it might trigger the change
building into full moonlight. A DM running a more in aicted lycanthropes created by those natural
mystical game might rule that the mere presence lycanthropes. In other words, a natural lycanthrope
of the full moon is the key, and its penetrating could pass his triggering conditions to his target
radiation triggers the transformation even if the sun along with the curse of lycanthropy. Furthermore,
is up or the lycanthrope is deep underground. a local packs shared trigger may have cultural
Aicted lycanthropes created by the same signicance for its membersfor example, perhaps
lycanthrope would probably share the same the tribes passage to adulthood rite can take place
triggering conditions. Not all lycanthropes in only on the day that the moons blessing calls the
a given world have to use the same triggers; tribe to beastform.
lycanthropes in western lands might share a This books examples assume that the change to
common trigger, while those from the distant beastform is triggered when the moon is full and
east might change form under entirely dierent above the horizon, and the sun is down.
circumstances.
Transformation Speed
Because the MM lycanthrope changes form as a
From the MM : Changing Form standard action, she can readily take advantage of
Changing form is a standard action for a lycanthrope. If the change is her lycanthropic abilities, especially in combat. But
involuntary, it occurs on the characters next turn after the triggering transformation need not be this fast; the process
event. Changing to animal or hybrid form ruins the characters armor could be slow and inecientespecially if magic
and clothing (including any items worn) if the new form is larger than the
characters natural form. Carried items are simply dropped. Characters is limited in the campaign world, and lycanthropy
can hastily doff clothing while changing, but not armor. Magic armor is a purely biological condition rather than a
survives the change only if it succeeds on a DC 15 Fortitude save. An magical one.
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 Variant: Slow Form Change
check. If he fails the check, he remains in animal (or hybrid) form until the Many cinematic depictions of the lycanthropic
following dawn. transformationsuch as the one in An American

4
Chapter One : LYCANTHROPY

Werewolf in Londonobviously take much longer if his mates natural form is human? Should he
than a standard action. Such movies portray the identify more strongly with his human side, or live
change of form as a slow, traumatic, and even in the wild with the animals?
painful process. This variant is designed to model The rest of this book assumes that a
such a slow, cinematic transformation. lycanthropes natural form is the shape it would
Lycanthropes using the slow form change have if it didnt have the lycanthrope template.
variant are usually cursed or otherwise involuntary
aicted lycanthropes, not natural ones. Changing Lycanthropes and the Astral
form requires 1d4+1 minutes, during which the The Astral Plane is sometimes called the Silver
lycanthrope is dazed. Once per round, however, Realm because of its endless, clear, silvery sky. It
it may aempt a DC 15 Concentration check to has neither a sun nor a moon, and time does not
act normally for 1 round. While changing form, pass there. So what eect does all this silver have
the lycanthrope is likely to fall prone, scream, roll on a lycanthrope? Here are some ideas on how the
around, and tear o any clothing or armor it is Astral Plane aects a lycanthrope.
wearingthereby destroying fragile material and Because of the pervasive silver environment,
armor straps, but not the thicker or heavier parts of all aacks are treated as silver for the purpose
armor or clothing. of harming lycanthropes. Lycanthropes with
This variant makes lycanthropy less useful to DR/silver or moon hit points (see page 10)
PCs, since they cant change form during combat take damage from all aacks as if they were
to improve their chances in a ght. Thus, the made by silver weapons. Lycanthropes with
lycanthrope LA should decrease slightly when silver vulnerability (see page 11) take their
these rules are in play. (See Lycanthropes and Level vulnerability increment for every aack that
Adjustment on page 13.) hurts them.
As a variant within a variant, you can also use a Certain sites on the Astral Plane may contain
slightly slower transformation timesuch as 1d6 concentrated energies relating to the silver color
full roundsrather than the minutes-long duration of the planeenough to deal 1 point of damage
described above. per round or even more to lycanthropes who
come too close. This damage counts as silver for
Your Natural Form the purpose of bypassing DR and similar eects.
According to some strict interpretations of The omnipresent silver prevents lycanthropes
the language, a lycanthrope is a man who can from passing on their curse to others.
change into an animal rather than an animal that Because the Astral Plane has no sun or moon,
can change into a man. The MM assumes that lycanthropes are not forced to take animal
a lycanthropes natural form is its humanoid, form by these celestial bodies. That fact doesnt
nonhybrid shape. But what if that isnt the case? aect their ability to change form voluntarily,
Due to a quirk of fantasy genetics or the nature and other spells and eects that cause them to
of the curse, a particular lycanthropes natural assume dierent forms function normally.
form might be its animal or even its hybrid shape.
Its also possible that if a lycanthrope gives in to Lycanthrope Types and Alignment
his animalistic nature (whether deliberately or The lycanthrope alignments given in the MM are
because of a physical, mental, or magical aack strongly inuenced by medieval European ideas
on the mind), his fundamental being might slowly
change accordingly, and his animal form would
eventually become his natural form. Though Nonhuman Natural Forms
which form is the natural one has lile eect on Larry Niven uses a lycanthrope with a nonhuman natural form as a minor
the lycanthrope in day-to-day situations, it is plot device in his book What Good is a Glass Dagger? When sent on a
signicant under the eects of true seeing (which 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
reveals his true form) or an antimagic eld (which between the wizard and a rival mage, Aran involuntarily becomes a
returns him to his true form). wolf. When he asks the wizard what happened, the wizard explains that
Furthermore, a lycanthropes natural form can the battle depleted the area of mana (magical power), causing him to
be an interesting source of roleplaying ideas for a 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
character. Is a natural lycanthrope with an animal wolf. Horried to realize that the end of magic would mean his children
true form really human at all? Does he have a would have to live like animals, he swore to put a stop to all wizardry so
human soul or an animal soul? Is it an abomination that enough magic would be left for his kind to live as humans.

5
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
about the traits of natural animals. Specically, domesticated wolf is mans best friend, the
bears are gentle and kind but dangerous if angry, common dog. A wolf mother will readily die to
boars and tigers are indierent and prefer to be protect her cubs, and the alpha male is at the
le alone, rats are vermin that love to consume forefront of every bale to defend the pack.
and spoil mankinds food stores, and wolves On the other hand, an aicted lycanthropes
are sly predators that thirst for human blood. alignment may be entirely unrelated to animal
But in truth, animals arent sentient and dont stereotypes. Perhaps it is a function of the
make moral judgments about their actions. Thus, lycanthropic curse and the parent lycanthrope.
there is no reason why you couldnt have lawful Thus, the victims of a neutral evil lycanthrope
good werewolves or chaotic evil werebears, would tend to act neutral evil, neutral lycanthropes
and at a much higher frequency than the one would produce neutral-inclined victims, and so on.
in a million exception that the rules indicate
for alignments with the always descriptor. Rangers and Lycanthropes
Here are some alternate alignments for common One of the signicant rule changes in the 3.5
lycanthropes, along with explanations of the revision is the loss of the shapechanger creature
rationale behind them. type. This change means that although rangers
Bear: Neutral evil. Grizzly bears are dangerous, from the earlier version of the rules could choose
aacking anything in their territory and shapechangers as favored enemies, those from the
pursuing trespassing creatures relentlessly newer edition cannot. However, there is no reason
even those that clearly present no threat. that a ranger couldnt select lycanthropes as
They also recklessly destroy property while his favored enemy. In fact, it would be perfectly
aempting to ll their bellies. reasonable to create a new monster subtype called
Boar: Neutral good. Boars are happy, friendly lycanthrope (meaning a creature that changes
creatures that eat plants and bugs, and in some shape based on the inuence of the moon) and
stories, even sing songs. For the most part, they allow the ranger to select that subtype as a favored
just want to wallow in the mud and have a good enemy. Such a tactic also opens the door for
time; they certainly dont wish evil on anyone. allowing nonhumanoid, nongiant lycanthrope
Some pigs have friendly spiders watching over base creatures, which could result in some very

6
Chapter One : LYCANTHROPY

interesting monsters, such as naga weresnakes, prestige class special abilities, and typeless eects
nymph swanmays, centaur werehorses, howler (such as increases from barbarian rage) can result
werewolves, and manticore werelions. in very high ability scores indeed. Making the
bonus from the Wereform Enhancement feat an
Building Simple Lycanthropes enhancement bonus achieves two eects. First
One of the most time-consuming aspects of of all, it gives weak creatures a signicant boost,
lycanthropy as presented in the MM is that it especially since they rarely have enhancement
takes a long time to gure out the game statistics bonuses from other sources and can therefore gain
for a lycanthrope. Because he has three dierent the full benet of those from the feat. Secondly, the
forms (humanoid, hybrid, and animal), each with a bonus is still relevant at higher levels, but its hard
dierent set of abilities, a lycanthrope is essentially to abuse because of stacking rules. Higher-level
three dierent characters with three dierent characters are more likely to have enhancement-
statistics blocks. Thus, adding the lycanthrope bonus items or spells that make the bonus from the
template to a creature is a big hassle, and if the feat redundant. In other words, weak creatures get
base creature is a PC, you have to update all three a boost by becoming lycanthropes, but powerful
statistics blocks every time he gains a leveland ones dont become outrageously more powerful.
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.
THE Belyaev Fox Experiment
A Russian geneticist named Belyaev wanted to study the process of
In both lore and cinema, lycanthropes have domestication from a genetic viewpoint. He believed that early mans
no special powers in their humanoid forms. In preference for friendlier or docile animals had resulted in genetic
selection for animals with those traits. Belyaev hypothesized that these
wereform (either hybrid or animal), a lycanthrope
genetic shifts would account for the changes in color, size, and shape
is faster, stronger, and more agile than a typical of domesticated animals compared to their wild equivalents. To test his
human, and he has one or more natural aacks. hypothesis, he created an experiment using silver foxes purchased from
Furthermore, his senses (particularly scent) are a fur farm. These foxes were somewhat domesticated but still sufciently
wild for his purposes. His criteria were strict: Only the tamest animals
superior to those of a human, and hes immune
were allowed to breed. To minimize nongenetic inuences on their
to most damage except that caused by silver tameness, the animals had little human interaction.
weapons. Thus, when he returns to human form This experiment continues to the present day, more than 40 years
in the morning, hes generally unharmed except since its inception. Thirty to thirty-ve generations of careful breeding
have produced foxes that act like dogs. The animals are playful, they
for a few scratches. The challenge is to model this
whine for attention, they are comfortable being held or hand-fed, and they
version of a lycanthrope in game terms. always return home if they escape from the farm. In other words, in 40
Ability Scores: Barbarian rage sets a precedent years, these researchers turned wild foxes into domesticated foxes purely
for short-term ability score increases, although on a genetic basis, not through training. That result says something about
the power of inheritance. Though the experiment is not directly relevant
it isnt a perfect mechanic for this purpose. A
to lycanthropy, the result is worth considering before you decide to paint
lycanthrope in wereform is stronger and more agile all werewolves with the same chaotic evil brush.
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,

7
Chapter One : LYCANTHROPY

Why not give certain types of lycanthropes dierent have a lycanthrope-themed prestige class that
ability score adjustments in wereform? In the grants all the abilities of your chosen lycanthrope
lycanthrope setup presented in the MM, werebears type as its highest-level ability. With the simple
are always powerful and wererats are always lycanthrope template, everyone would get the
relatively weak. This kind of arrangement is a same set of abilities. But if you use the MM
legacy from older editions of the game. In the old lycanthrope templates, a wererat-themed character
days, you couldnt have a 1st-level werebear or gets very lile from the prestige class, while an
a 10th-level werewolf you just had werebears otherwise-identical werebear character gains a lot.
(powerful), werewolves (much less powerful but Such poor game design is patently unfair to the
still strong), and possibly custom-built creatures characters involved.
such as werewolf lords (which may or may not Why no Constitution increase? We dont want to
be more powerful than comparable types of give the lycanthrope a temporary Constitution
lycanthropes). With the template in this book, boost for two reasons. First of all, increasing his
however, you can easily create a werewolf thats Constitution score means that when he returns to
more powerful than a werebear, or an exceptional humanoid form, his health immediately worsens,
wererat who can easily kill a typical werewolf. The and he may even die if the hit point loss from the
template mechanic is strong and versatile, and we Constitution decrease drops him into negative
can keep the template simple but still allow for hit points. Secondly, we have a more eective
a greater variance in power by altering the base way to model the lycanthropes hardiness (see
creature rather than modifying the template for below), and its poor game designnot to mention
each lycanthrope type. For example, if you want redundantto model the same eect in two
werebears to be more powerful than wererats, dierent ways for one creature.
just apply the template to a more powerful base Why no Wisdom increase? While animals are
creature. If your PCs hear that werebears are very generally considered more alert than humanoids,
powerful creatures and wererats arent, they dont giving lycanthropes a Wisdom increase raises
need to know that youre using the simple template questions about other parts of the game. For
for both types and just using base creatures of example, if you have a spellcaster who gains bonus
greater and lesser power. Let the strength of the spells based on her Wisdom score, what happens to
class system do the work and dont worry about those spells when she leaves wereform? In fact, its
the eect of combining class Hit Dice and animal easier to model an animals superior senses in other
Hit Dice. As an added perk, you dont have to ways (see below).
worry about whether the animal Hit Dice are What else can we borrow from the barbarian rage
contributing fully to the creatures CR or LA. ability? One aspect of traditional lycanthropy that
Using a single template with a single set of the current MM rules dont model well is the feral
adjustments rather than multiple adjustments and animalistic nature that most legends aribute
according to animal type also avoids problems to lycanthropes in wereform. A lycanthrope
elsewhere in the game. For example, suppose you 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 half-
dragon, 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.

8
Chapter One : LYCANTHROPY

wereform and can even cast spellsa concept would deal about 12 to 13 points of damage per
thats hard to reconcile with our concept of the round if about half of them hita reasonable
savage man-beast. While we may want to make assumption given a lycanthrope with Dexterity 14
certain allowances for natural lycanthropes as and no armor. But if we give the lycanthrope 20
opposed to aicted ones, it still doesnt seem moon hit points, he could easily take this damage
right that a natural wererat in hybrid form can for the couple of rounds it would take him to
decipher a scroll, treat an allys wound, or recite push his way through the crowd (maybe taking
poetry. A raging barbarian is limited in his mental a couple aacks of opportunity along the way)
abilities but still able to function, and we can use and escape into the night. At that point, he would
that familiar model for our simple lycanthrope have no moon hit points le and might be slightly
template. wounded as well, but he would be alive. The
Hardiness: One good way to make a next morning, he wakes up tired and with a few
lycanthrope tougher in wereform is to give him scratches, but hes ready to hunt (against his will)
temporary hit points. We can set the number of the next night. A moon hit point total of 20 is high
temporary hit points to any value we want, since enough to stop even a few really good hits from
theyre not tied to Constitution and thus dont city guards or hold o a low-level adventuring
favor creatures with more Hit Dice over those with party for a short time, yet its not so high that it
fewer. Furthermore, they dont create an imminent makes a lycanthrope PC unkillable. This aspect has
death risk when the lycanthrope reassumes his the added benet of a lower LA for the template.
humanoid form. Thus, a lycanthrope with a pool Senses: Superior senses are easy to add to a
of temporary hit points can take a beating and still lycanthrope template. Low-light vision, scent, and
wake up unharmed. the Alertness feat cover that topic well, though
However, the problem of the lycanthropes scent is such a strong ability that its probably
vulnerability to silver still remains. Damage a good idea to give the lycanthrope a slightly
reduction doesnt address this issue well (see the weaker form of it, just to keep the templates level
Damage Reduction Problems section on page adjustment small (see the Lesser Scent section,
11). We want to make the lycanthrope resistant page 11).
to normal damage, including damage from spells Natural Aack: A natural aack is another easy
and such. (An MM lycanthrope is as vulnerable ability to add; just give the creature a bite aack
to a reball as any human, and we dont want that in its wereforms. If the lycanthrope animal doesnt
situation.) Furthermore, because many special normally have a bite aack (for example, a deer),
aacks completely ignore DR, its not a good basis give it another kind of natural aack that has the
on which to build a tough lycanthrope. But instead same base damage value. Giving the lycanthrope
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

9
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;
only one natural aack maintains a consistent level if downwind, it drops to 0 feet (the creature can
of power across all animal types, and it also lets us detect downwind creatures only in its own square).
create feats that allow additional aacks. Strong scents, such as smoke or roing garbage,
Summary: The nal version of the simple can be detected at twice the ranges noted above
lycanthrope template is in the Templates chapter. (minimum 5 feet). Overpowering scents, such as
In short, it gives the lycanthrope moon hit points skunk musk or troglodyte stench, can be detected
and a few sense-related abilities. Now you can add at triple normal range.
a lycanthrope template to a creature in just a few Detection of a scent does not reveal the
seconds, and you dont have to radically alter the exact location of the sourceonly its presence
base creatures statistics block to do so. somewhere within range. However, a creature
using lesser scent can take a standard action to
Damage Reduction Problems note the direction of the scent. Whenever it comes
With damage reduction, its easy to build a within 5 feet of the source, the creature can take a
creature thats resistant to certain kinds of damage. move action to pinpoint the sources location.
Unfortunately, the lycanthropes described in real- A creature with the Track feat and the lesser
world legends dont quite t that mechanic. In the scent ability can follow tracks by smell, just as a
game, its quite possible for a strong creature to creature with the scent ability can.
pound on a lycanthrope and deal some damage
to it every round. For example, a giant could Moon Hit Points
deal a lycanthrope 1 point of damage over its Moon hit points are a type of bonus hit points.
DR threshold every round for 20 rounds. Such a When a creature gains moon hit points (normally
situation doesnt jive with the stories, in which a by assuming a wereform), keep track of them

10
Chapter One : LYCANTHROPY

separately from its normal hit points. When temporary hit points that go on top of the
the creature takes damage from any source characters hit point total, except that silver aacks
(including spell damage and energy damage completely ignore them.
such as re), it loses moon hit points rst and Example: A human natural wererat Ftr1 built
begins losing its normal hit points only when with the simple lycanthrope template has 10
all of its moon hit points are gone. Silver aacks normal hit points and 20 moon hit points in
(such as those made with silver weapons, or wereform when fully charged with the moons
items infused with alchemical silver, or spells power. On the second night of the full moon, he
from casters who have the Argent Spell feat) gets into a ght in hybrid form and loses 5 moon
bypass the creatures moon hit points and hit points, leaving him with 15 moon hit points and
deplete its normal hit points directly. 10 normal hit points. He escapes and returns to
Moon hit points cannot prevent a creature from his human form, apparently no worse for wear. If
reaching a disabled, dying, or dead condition. he takes wereform again any time before the next
Thus, a creature with 0 normal hit points is nights full moon, he has only 15 moon hit points.
disabled, a creature with 1 to 9 normal hit points The third night of the full moon restores his moon
is dying, and a creature with 10 or fewer normal hit points to 20. He then gets in another ght and
hit points is dead, no maer how many moon hit loses 17 moon hit points, leaving him with only
points it has. Moon hit points count as normal 3though he still appears unscathed as he has 10
hit points for the purpose of resisting nonlethal normal hit points. For the rest of the month, he has
damagethat is, the creatures nonlethal damage only 3 moon hit points upon assuming wereform
must equal the total of its normal hit points and its (subject to further damage, of course). Knowing
moon hit points. that he will not naturally recover any moon hit
Example: A 1st-level commoner with the simple points until the rst day of the next full moon, he
lycanthrope template has 6 normal hit points and decides to lie low for a month because hes more
(in wereform) 20 moon hit points. A town guard vulnerable than normal.
with a normal spear aacks the lycanthrope while
he is in wereform and deals 5 points of damage. Variant : Silver Vulnerability
Because the spear has no silver properties, this In some campaigns, lycanthropy truly is a curse,
damage comes o the lycanthropes moon hit not the mixed blessing it is in the d20 System.
points, leaving him with 6 normal hit points and A character aicted with lycanthropy in such a
15 moon hit points. Then a cleric of Luna arrives game is actually worse o than if she werent a
and strikes the lycanthrope with her silver mace, werecreature. Instead of having damage reduction
dealing 7 points of damage. This damage bypasses or moon hit points, lycanthropes using this variant
the lycanthropes moon hit points, reducing him to have no special resistance to any kind of damage,
1 normal hit point. At this point, the lycanthrope and they take extra damage from silver-based
falls unconscious, even though he still has 15 aacks.
moon hit points le. The cleric and the guard The trick is how to model that extra damage
can continue to hit the unconscious lycanthrope, so that its signicant but not instantly lethal.
though the damage from the guards aacks Multipliers in the game usually spell troublethey
continues to come o his moon hit points until they allow damage to skyrocket to abnormally high
are gone, at which point he can begin doing the values outside the parameters that the CR/LA
lycanthrope permanent harm. system was built to handle, rendering some
Moon hit points remain until they are expended, encounters ridiculously easy. Thus, we should rule
or until the creature either reverts to its natural out a simple damage multiplier for silver-based
form or dies. Moon hit points carry over between aacks.
transformations to wereform and are fully restored What about addition? Addition is easier to
during each night of the full moon. Rest and handle than multiplication anyway, particularly for
standard cure spells such as cure light wounds do single-digit numbers. In the low damage values,
not replenish moon hit points. Thus, a lycanthrope additive values feel much like multipliers (which
who runs out of moon hit points might have to makes the eect signicant), but by capping the
do without them for days or even weeks at a upper value for the additive damage, we can avoid
time. In such a case, most lycanthropes choose to the big problem of a true multiplier. This concept
lie low until the next full moon to avoid extreme forms the foundation for the silver vulnerability
vulnerability. In a way, moon hit points are like special quality described below.

11
Chapter One : LYCANTHROPY

Silver Vulnerability: A creature with silver Aging and Lycanthropy


vulnerability takes extra damage from silver-based Animals dont age at the same rate as humanoids
aacks. The amount of extra damage equals the do. A 20-year-old human is in the prime of life,
damage from the aack or the value of the silver while many dogs dont live even half that long.
vulnerability, whichever is lower. For example, if a Clearly, we dont want in-game lycanthropes to
lycanthrope with silver vulnerability 5 is struck by a die at ages appropriate to their animal forms,
silver longsword for 8 points of damage, he takes an nor do we want young lycanthropes to age to
additional 5 points of damage on top of the 8 from maturity as fast as their animal forms would. So
the longsword. If the longsword dealt only 3 points it makes sense to use the creatures natural form
of damage, the lycanthrope would take only an extra for all age categories and translate a beastforms
3 points. A typical lycanthrope with this quality has appearance based on those age categories. Thus, a
silver vulnerability 5, which is sucient to turn an child werewolf in beastform would look much like
average aack into a mortal wound for a 1st-level a wolf puppy, and an old werewolf probably has
lycanthrope. Creatures especially sensitive to silver gray hair on his muzzle in animal form.
may have silver vulnerability 10, 15, or more. For avor, its interesting to translate certain
Only silver damage that actually gets through age-related traits of the lycanthropes animal back
to the creature causes extra damage in this to its natural form. For example, sharks continue
manner. For example, a lycanthrope with silver to grow teeth their entire life, so weresharks
vulnerability 5 and DR 5/magic takes extra damage might retain their humanoid teeth, or even
only from silver aacks that bypass his damage continue growing new teeth into very old age.
reduction or deal enough damage to overcome the Turtles and tortoises have very long lifespans
rst 5 points of his DR. but dont change much in terms of appearance,
This mechanic is also suitable for fey creatures so a wereturtle might look middle-aged upon
vulnerable to cold iron. In fact, the idea was reaching adulthood but not visibly age any
inspired by stories of fey elves who bleed just further for decades.
like a human from bronze weapons, but die from
even slight wounds inicted by iron and steel Afflicted Lycanthropes and Alignment
weapons. A typical fey with this ability has cold As mentioned in the Lycanthrope Types and
iron vulnerability 5. The mechanic even works for Alignment section in this chapter, each lycanthrope
energy vulnerabilities; see Chapter 3: Curse of the type may have dierent alignment strains rather
Moon Feats for an example. 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 Disease or Curse
Make no mistake, lycanthropy is a magical curse, not a disease, even
strains on nights of the full moon, while the though it is transmitted in the same manner as many diseases in the
player runs the character normally otherwise. This game (by bites) and is sometimes referred to as a disease in the rules.
arrangement has three benets. One, the player can Thus, paladins and monks are not immune to lycanthropy, even though
use the character as normal. Two, the DM can use 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,
the character as an NPC to further campaign plots. not a disease.
Three, it prevents immediate metagame awareness
of the characters condition from coloring the
PCs actions. (Hmmm, I no longer have paladin at the next full moon situation, lycanthropy
abilities, so I must be doing something that I dont oen called a diseasecould progress like a disease,
remember. Quick, cast some divination spells on debilitating the aected character until she fully
me to see whats wrong!) succumbs to its eects. In this variant, lycanthropy
However, this personality duality shouldnt functions as a disease with the following statistics.
mean that a paladin who turns into a chaotic evil Disease Infection DC Incubation Damage
werewolf can murder children as a werewolf Lycanthropy* Injury 15 1 day 1d2 Int
three nights a month and continue on his merry
paladin way in the daylightthe good powers *Successful saves do not allow the character to recover. Only
magical healing can save the character.
frown on evil acts even if theyre commied under
compulsion. Of course, stripping a good character The infected character becomes disoriented,
of his good-derived powers is an obvious signal feverish, and prone to ts of irritability. When
that something is wrong, but we dont need his Intelligence score reaches 2 or below, the
such an overwhelming response to the slightest infection has run its course. The character stops
infraction. losing Intelligence from the aiction and in most
For example, suppose our example paladin cases recovers fully aer a few days. Then he
doesnt have many opportunities to commit evil involuntarily takes beastform at the next full moon,
acts on the rst night that he becomes an evil just as in the standard lycanthropy-aiction rules.
lycanthrope. Perhaps he only manages to kick an Unless the character receives care from a very
old lady while shes feeding the neighborhood perceptive healer, he and his friends may simply
cats. Removing all of his paladin abilities would assume that he suered from a severe u that le
be a disproportionate response, and patently him mentally drained, making him a thorn in the
unfair as well. If the player doesnt know the side of anyone dealing with him.
character is a lycanthrope, hes just going to think Even in this variant, lycanthropy should still be
the DM is being a jerk. For such a minor oense, treated as a curse and not an actual disease. Eects
denying the paladin higher-level spells, reducing that provide resistance or immunity to disease do
the eectiveness of his lay on hands ability, or not help to prevent the acquisition or progress of
simply giving him an overall feeling of unease can the curse, and this fact may serve as a clue to those
all signal that something is amiss. If the paladin involved that the aiction isnt a disease at all.
takes no action to gure out what is wrong, more
penalties should accrue until it becomes obvious to Lycanthropes and Level Adjustment
even the most dense player and character that the The level adjustment of the lycanthrope template is
paladin is being punished for something. the biggest drawback of becoming a lycanthrope.
The same arrangement also works for an evil An aicted lycanthrope is guaranteed at least a +2
character aicted with good lycanthropy, though level adjustment (+3 for a natural lycanthrope), and
most evil powers dont care if their blackguards that value doesnt include the additional LA from
commit a good act now and then. Likewise, the lycanthropes animal Hit Dice (a quasi-hidden
a neutral character infected with an extreme- modier to the LA that many people dont notice
alignment lycanthropy may earn the ire of the when reading the template). Even a lowly aicted
powers of balance if he continues in activities that wererat has a +3 LA, which is greater than a drow
upset that balance. and the same as a basic ogre.
As is the case with most level adjustments, this
Variant : Lycanthropy as a Disease one favors nonspellcasters, and most spellcasters
Lycanthropy doesnt have to be an all-or-nothing nd the LA too costly for the templates benets.
aair. Rather than a fail one save and you change (That fact is part of the reason why I tried to

13
Chapter One : LYCANTHROPY

give the simple lycanthrope template a very which seems more natural. In this arrangement,
small LAto minimize the impact of the level the bard and monk remain strong, and the
adjustment on a spellcasters abilities.) For primary spellcasters have a much beer chance
example, compared to a non-lycanthrope wizard of maintaining their natural forms. This fact is
20, an aicted lycanthrope wizard 18 is giving especially important because spellcasters lose
up two 9th-level spells, an 8th-level spell, and a the most when forced into wereformnamely
7th-level spellmore than enough to make up for their ability to cast spells. But this mechanic also
DR 5/silver (stoneskin gives DR 10/adamantine), requires changing the DCs; otherwise, some of
scent (see invisibility or true seeing detects invisible them are trivial for even low-level spellcasters
foes), the Wisdom bonus (an extended owls and almost impossible for the greatest
wisdom does beer), and the Iron Will feat (not a thickheaded heroes.
big deal for a class with a good Will save). If the Control Shape: Natural lycanthropes always
character has to be a lycanthrope, its beer to use have control over their shapechanging because
a template with a low LA. they were born with the ability and have an
instinctive knowledge of it. Aicted lycanthropes
Variant : Regeneration/Silver must learn how to control these changes, and they
One way to make lycanthropes very powerful is are not always successful.
to give them the regeneration ability, thwarted Involuntary Changes: An aicted lycanthrope
only by damage caused by silver. In this variant, must make a DC 20 Will saving throw at moonrise
lycanthropes can be killed only by silver, which each night of the full moon to resist involuntarily
means they are almost invulnerable to injury. assuming animal form. An injured character
Given the rarity of silver weapons in the hands of must also check for an involuntary change aer
monsters and NPCs, this ability is too powerful accumulating enough damage to reduce his hit
for a PC lycanthrope. To be fair, it is so powerful points by one-quarter of his maximum hit points,
that it would carry a huge level adjustmentso and again aer each additional one-quarter lost.
huge that a typical PC wouldnt consider the A failed save indicates that the lycanthrope must
benet worthwhile. If you prefer this version of remain in animal form until the next dawn, when
lycanthropy, use the following description for he automatically returns to his natural form. Aer
lycanthrope regeneration. such an involuntary transformation, an aicted
Regeneration: Lycanthropes take normal lycanthrope who is aware of his condition may
damage from silvered weapons and spells or make one aempt to return to his natural form (see
eects with the silver descriptor. Unlike the below), but if he fails, he remains in animal form
standard regeneration ability, this one does not until the next dawn.
allow regrowth or reaachment of severed limbs. Voluntary Changes: An aicted lycanthrope who
is aware of his condition can aempt to change
Variant : Control Shape Saves form voluntarily (to or from any of his lycanthrope
The Control Shape mechanic is a strange oneonly forms or his natural form), regardless of the state of
infected lycanthropes can take ranks in this skill, the moon or whether he has been injured. To do so,
so a newly infected lycanthrope always starts he aempts a Will save; success means he changes
o at the minimal level of skill (0 ranks) as far as form, failure means he does not.
controlling his changes. Furthermore, the DC for The save DCs for voluntary changes are given
resisting an involuntary change is so high (DC 25) on the following table. The diculty of assuming
that few characters have a chance of success unless hybrid form compared to that of assuming animal
theyre high-level or have magical aid. Because form is a maer of some disagreement. One camp
Control Shape is a skill, characters whose classes says that because the animal form is the more
give them lots of skill points (bard, monk, rogue, natural one for a changed lycanthrope, it should
and ranger) are much beer at controlling their be easier to let nature take its course and assume
forms than characters of low-skill classes who animal form than to stop part way in hybrid form.
have a lot of willpower (namely clerics, druids, The other says its easier to make a small change
sorcerers, and wizards). to hybrid form than a full change to animal form
If we use a saving throw mechanic for because a full transformation requires a greater
controlling a lycanthropes shape rather than the push than a partial one. While Im in the rst
skill mechanic, high-willpower classes are the camp, you can just change the DCs appropriately if
best and low-willpower classes are the worst, you prefer the second version.

14
Chapter One : LYCANTHROPY

Will Save DC
Voluntary Change Full Moon Not Full Moon Character Concept : Lycanthrope Gargoyle
Natural to hybrid 18 20 If you wish, you can use the simple lycanthrope template to build a
gargoyle-like character. The characters lycanthrope animal is probably
Natural to animal 15 18 a bat, cat, or tiger, and his natural form is his hybrid form. If the player
Hybrid to natural 20 18 is willing to forego the characters humanoid form entirely, its fair to
Hybrid to animal 15 18 give the lycanthrope-gargoyle the true gargoyles freeze ability and
darkvision to compensate. Good feat choices for a lycanthrope-gargoyle
Animal to natural 20 18
include Lycanthrope Flesh, Lycanthrope Freak (armor plates), Wereform
Animal to hybrid 18 15 Movement, and Wereform Weapons (2 claws). Cosmetically, the
character looks stonelike but isnt actually stone.
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. Belladonna and Wolvesbane
However, on a failed check to return to his natural These two herbs have a strong association with
form, the character must remain in his current form lycanthropy, and despite what the MM lycanthrope
until the next dawn, when he automatically returns template says, they arent the same plant.
to his natural form. Belladonna (also known as deadly nightshade)
is a poisonous plant with dull green leaves, purple
Adaptive Lycanthropy owers, and shiny black berries. Its leaves, berries,
Perhaps the rarest form of lycanthropy is and roots are all poisonous, and a few berries or
the one called adaptive lycanthropy, or pure a well-chewed leaf is enough to cause death in an
lycanthropy. Rather than taking the form of adult human. Belladonna is an ingested poison (DC
a specic lycanthrope animal on the nights 15). Its initial and secondary eect is 1d6 points of
of the full moon, a creature with this type of Dexterity and Constitution damage.
lycanthropy takes the form of the nearest animal Wolvesbane (also known as aconite and
at the time of the transformation. For example, if monkshood) is a poisonous plant with dark green
the pure lycanthrope is standing next to a wolf leaves and bright-colored owers. It gained its
at moonrise, he takes the shape of a wolf; if he common name from European wolf-hunters
is standing next to a rat at moonrise, he takes who used it to poison their arrows. Its juice is a
the shape of a rat. In eect, the closest creature numbing agent and a paralytic, and even contact
at moonrise determines what the creatures with a broken stalk or an intact leaf can paralyze
lycanthrope animal is until the next moonrise. the heart and the muscles that control breathing.
Thus, if the transformation occurs on the third Wolvesbane is a contact or injected poison
night of the full moon, the creature has that (DC 15). Its initial eect is 1d6 points
lycanthrope animal for an entire month. of Dexterity damage, and its
The ability of an adaptive lycanthrope to secondary eect is 2d6 points of
change animal forms wreaks havoc on Dexterity damage. Once
the MM lycanthrope templates. the targets Dexterity
Among other problems, the reaches 0, any
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 normal. He gains a +2 bonus on saving


Constitution damage. throws made to resist involuntary
A creature bien by a transformation from his natural form and
lycanthrope can ingest a +2 bonus on saves made to return
belladonna or wolvesbane to his natural form voluntarily.
within 1 hour of the aack to Oddly enough, according
avoid acquiring lycanthropy. to lycanthrope folklore, both
The plants power lets the belladonna and wolvesbane are used
creature aempt a DC 15 Fortitude to create magic potions that allow a
saving throw to shake o the person to take animal form. Apparently
curse. The creature suers the their ability to harm lycanthropes or
normal eects of the poison forestall lycanthropic infection is a hair of
and must make saving throws the dog method for treating the condition,
against it as normal, though even if the lycanthropes shapechanging
magic or other healing can abilities stem from sources other
negate or reduce its eects. than alchemy.
Because the plants ability to
ght lycanthropy stems from Countering Affliction With Silver
its poison, eects that negate or delay Silver can also prevent lycanthropic
the poisons eects also negate its ability aiction. If a character who has
to ght lycanthropy. For example, the been aacked by a lycanthrope in
helpful powers of belladonna and wolvesbane are the past hour drinks a pound of powdered silver
negated for a creature protected by delay poison or (worth 5 gp) mixed with water, he may make a DC
a periapt of proof against poison. 15 Fortitude saving throw to shake o the curse.
A lycanthrope carrying a fresh sprig of Elemental silver used in this way is not
wolvesbane (cut less than a week before) has an harmful. However, if the creature rolls a 1 on
easier time remaining in his natural form than 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
Warning , Theyre Poisonous modern doctors) a few weeks to months later. This
Belladonna and wolvesbane really are poisonous plants, and theyre
quite dangerous. I recommend that you stay away from them. Dont touch condition isnt harmful, but it is permanent unless
or eat them, and denitely dont try to make a potion out of them. Just treated with remove disease, which negates it.
keep away from them. I dont want people to get hurt just because they Successive uses of this silver method of
thought that being amateur herbalists would be interesting.
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
Jobs For Lycanthropes so on. A creature with this condition is always
In a world where lycanthropes exist, it would be fun if some of them took subject to the eects of heat metal and chill metal,
jobs that would let them take advantage of their special abilities. Imagine even if it carries no metal items.
lycanthropes on the stage, performing The Lion King with actual animal Humans, elves, and half-elves with this condition
forms, or a weredonkey playing Bottom in A Midsummer Nights Dream,
or the Narnia stories performed by talking lycanthropes. In a modern-
look like they have drow ancestry, and dwarves
setting game, lycanthropes could work as animal performers in a circus, look like they have duergar ancestry. Most creatures
in the movies, or on television, performing acts that no animal could in a world that contains evil drow consider this
be trained to do. Or how about a remake of An American Werewolf in condition horrible because they face fear and
London using a real werewolf? Daring lycanthropes could even serve as
stunt doubles for animals, performing dangerous stunts for the screen.
prejudice from others. Fortunately, however,
(Ethically, and legally in the United States, directors cant use real disguises both magic and mundane can conceal
animals in dangerous situations because the creatures cant legally give argyria, though the eye whites and inside of the
consent, so the use of lycanthropes can add a whole new dimension to mouth may still present a problem. Hint to the
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.
readers: Do not aempt to give yourself argyria.

16
Chapter 2 : Templates
This chapter presents new templates relating to any), whichever is greater. A lycanthrope in hybrid
lycanthropes. When using these templates, forget form that can wield weapons normally uses its bite
what you know about the MM lycanthrope, as a secondary aack. A lycanthrope is procient
and dont assume that any aspects of the MM with all its natural weapons.
lycanthrope template are automatically included Size Base Bite Damage
here. If a particular ability isnt given for one of Fine 1
these templates, then its not among the abilities Diminutive 1
granted. For example, if a template doesnt mention Tiny 1d2
lycanthropic empathy, dont assume that the Small 1d3
creature gets it just because the MM template has Medium 1d4
it. The templates described here are complete, and Large 1d6
you dont need to refer to the MM to use them. Huge 1d8
Gargantuan 2d6
Simple Lycanthrope Colossal 3d6
A lycanthrope is a creature that takes the shape
of an animal under the inuence of the full moon. Special Aacks: A lycanthrope retains all the
Natural lycanthropes inherit this condition from special aacks of the base creature. A natural
their parents; aicted lycanthropes have it thrust lycanthrope also gains the following special aack.
upon them by the aack of another lycanthrope, Curse of Lycanthropy (Su): Any humanoid or
but all have strong ties to the feral aspects of their giant hit by the bite aack of a natural lycanthrope
personalities. in wereform must succeed on a DC 15 Fortitude
Lycanthropes are oen indistinguishable from save or become an aicted lycanthrope.
nonlycanthropes, but natural lycanthropes and Special Qualities: A lycanthrope retains all the
long-term aicted ones sometimes display traits special qualities of the base creature and gains the
reminiscent of their animal forms even in their following special qualities.
natural ones. For example, a wererat might have Animal Form (Su): The lycanthrope looks like
prominent teeth and a pointed nose, a wereboar a normal animal of its type, except that its size
might be hairy and have an underbite, a werewolf category remains the same as the base creatures.
could have a widows peak and a long face, and Thus, a human weretiger turns into a Medium
so on. tiger, a haling werewolf becomes a Small wolf,
and a hill giant wererat becomes a Large rat.
Creating a Simple Lycanthrope The lycanthrope cannot vocalize in animal form
Simple lycanthrope is an acquired or inherited except to make sounds that its lycanthrope animal
template that can be added to any living, corporeal normally makes. It gains none of the lycanthrope
creature with a discernable anatomy (referred to
hereaer as the base creature). Most lycanthropes
are humanoids. Variant : Simple Lycanthropes Arent So Limited
In this variant, simple lycanthropeswhether natural or afictedarent
A lycanthrope uses all the base creatures mentally impaired when they take wereform. While in animal or hybrid
statistics and special abilities except as noted here. form, they can use any Charisma-, Dexterity-, or Intelligence-based
The base creatures normal shape is its natural skills, the Concentration skill, and abilities that require patience or
concentration. Such lycanthropes are still limited by the physical
form, and its animal and hybrid shapes are its drawbacks of their wereforms, including the inability to speak (and
wereforms. therefore cast spells with verbal components, activate magic items that
Size and Type: The creature gains the require a speaking voice, and so on) while in animal form, though they
shapechanger and lycanthrope subtypes. Size can easily overcome this limitation by taking the Wereform Speech feat.
Furthermore, lycanthropes built with this variant still gain all the benets
is unchanged. The lycanthrope takes on the of their lycanthropic ragenamely moon hit points and enhanced senses.
characteristics of some creature of the animal Tribes of these lycanthropes may be just as friendly and civilized as
typeoen a carnivore or omnivore such as a bear, any other creatures, since their lycanthropy poses no automatic threat to
tiger, or wolf. 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
Aacks: In either of its wereforms, a lycanthrope a community would have no need for the Wereform Rage Clarity feat.
has a bite aack. Use the values in the table below (Alternatively, you could treat them as if they all had Wereform Rage
or the values for the base creatures bite damage (if 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
animals abilities (including alternate forms of of a rage, a lycanthrope in wereform cannot
movement) except those specically noted in this use any Charisma-, Dexterity-, or Intelligence-
template. based skills (except for Balance, Escape Artist,
Hybrid Form (Su): The lycanthropes natural form Intimidate, and Ride), the Concentration
takes on aspects of its animal form, such as fur, skill, or any abilities that require patience or
scales, teeth, tail, and posture. If the lycanthrope concentration. Furthermore, it cannot cast spells
animal has wings, the lycanthropes equivalent or activate magic items that require a command
limbs (if any) gain appropriate winglike growths, 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
Variant : Even Simpler Lycanthropes creation feats, and metamagic feats.
The basic template presented here gives lycanthropes a limited set of Moon Hit Points: The lycanthrope gains 20 moon
abilities with the intent of minimizing the changes to a PCs or NPCs stat hit points while in wereform (see Chapter 1 for
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
more information about moon hit points).
your lycanthropes to have more than these basic abilities, just give them Challenge Rating: Same as the base creature.
the appropriate bonus lycanthrope feats (such as Lycanthrope Empathy, Alignment: Varies by animal type.
Wereform Enhancement, Wereform Special Ability, and Wereform Level Adjustment: +1.
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. Sample Simple Lycanthropes
Conversely, its possible to reduce the templates LA by removing The simple lycanthropes presented here are based
a key ability. The main source of the +1 LA for the simple lycanthrope on a 1st-level human natural lycanthrope warrior
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
with the following base ability scores: Str 13, Dex
that have moon hit points as a prerequisite). Furthermore, 20 hit points 11, Con 12, Int 10, Wis 9, Cha 8. Since the eects
of any kind are less valuable at higher levels, so consider dropping the of this template are the same regardless of the
+1 LA for PCs who have more than 100 normal hit points. Finally, classes lycanthropes animal type, the lycanthrope abilities
that rely on abilities that require clear thought (such as spellcasting) are
greatly hindered by this template and should not get the templates LA
of all the sample creatures are identical; only their
unless they have a way to overcome its limitations (such as the Wereform feat, skill, and equipment selections make them
Rage Clarity feat). dierent.

18
Chapter Two : TEMPLATES

Human simple form it gets Alertness, low-light vision, lesser scent,


werebear War1; CR 1/2; limited actions, and 20 moon hit points); AL N; SV
Medium humanoid Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, Int
(lycanthrope, 10, Wis 9, Cha 8.
shapechanger); HD Animal Form: Atk/Full Atk +2 melee (1d4+1, bite).
1d8+1; hp 5; Init +0; Hybrid form: Atk +2 melee (1d4+1, bite), or +4
Spd 20 .; AC 15, melee (1d8+1/x3, masterwork baleaxe), or +2
touch 10, at-footed ranged (1d6/x3, shortbow and masterwork arrow);
15; Base Atk +1; Grp Full Atk +2 melee (1d4+1, bite), or +4 melee (1d8+1/
+2; Atk/Full Atk see x3, masterwork baleaxe), -3 melee (1d4, bite), or +2
below; Space/Reach ranged (1d6/x3, shortbow and masterwork arrow).
5 ./5 .; SA curse of Natural human form: Atk/Full Atk +4 melee
lycanthropy (DC 15); (1d8+1/x3, masterwork baleaxe) or +2 ranged
SQ animal form, hybrid (1d6/x3, shortbow and masterwork arrow).
form, lycanthrope rage Skills and Feats: Balance -4, Climb -3, Escape
(in animal or hybrid form it gets Alertness, low- Artist -4, Hide -4, Intimidate +3, Jump -3, Listen
light vision, lesser scent, limited actions, and 20 +1, Move Silently -4, Spot +1, Swim -7, Tumble
moon hit points); AL N; SV Fort +3, Ref +0, Will -1; -4; Weapon Focus (baleaxe), Wereform Special
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Ability (ferocity).
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite). Ferocity (Ex): The wereboar can continue to
Hybrid form: Atk +2 melee (1d4+1, bite), or ght without penalty while disabled or dying. The
+4 melee (1d8+1/x3, masterwork baleaxe), or wereboar continues to lose 1 hit point per round at
+2 ranged (1d10/19-20, heavy crossbow and 1 to 9 as normal.
masterwork bolt); Full Atk +2 melee (1d4+1, bite), Gear: Masterwork chainmail, masterwork
or +4 melee (1d8+1/x3, masterwork baleaxe), -3 baleaxe, shortbow, 20 masterwork arrows, potion
melee (1d4, bite), or +2 ranged (1d10/19-20, heavy of cure light wounds (2), 39 gp.
crossbow and masterwork bolt).
Natural human form: Atk/Full Atk +4 melee Human simple wererat War1; CR 1/2; Medium
(1d8+1/x3, masterwork baleaxe) or +2 ranged humanoid (lycanthrope,
(1d10/19-20, heavy crossbow and masterwork bolt). shapechanger); HD
Skills and Feats: Balance -3, Climb +2, Escape 1d8+1; hp 5; Init +0;
Artist -3, Hide -3, Jump +2, Listen +0, Move Silently Spd 30 .; AC 14,
-3, Spot +0, Swim -5, Tumble -3; Metamorph touch 10, at-footed
Healing (1/day heal 10 hp when transforming), 14; Base Atk +1; Grp
Weapon Focus (baleaxe). +2; Atk/Full Atk see
Gear: Masterwork breastplate, masterwork below; Space/Reach
baleaxe, heavy crossbow, 20 masterwork 5 ./5 .; SA curse of
crossbow bolts, potion of cure light wounds, 17 gp. lycanthropy (DC 15);
SQ animal form, hybrid
Human simple wereboar War1; CR 1/2; form, lycanthrope rage
Medium humanoid (in animal or hybrid
(lycanthrope, form it gets Alertness,
shapechanger); HD low-light vision, lesser
1d8+1; hp 5; Init +0; scent, limited actions, and 20 moon hit points); AL
Spd 20 .; AC 15, N; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con
touch 10, at-footed 12, Int 10, Wis 9, Cha 8.
15; Base Atk +1; Grp Animal Form: Atk/Full Atk +2 melee (1d4+1, bite).
+2; Atk/Full Atk see Hybrid form: Atk +2 melee (1d4+1, bite), or +3
below; Space/Reach melee (1d6+1/18-20, masterwork rapier), or +2
5 ./5 .; SA curse of ranged (1d8/19-20, light crossbow and masterwork
lycanthropy (DC 15); bolt); Full Atk +2 melee (1d4+1, bite), or +3 melee
SQ animal form, hybrid (1d6+1/18-20, masterwork rapier), -3 melee (1d4,
form, lycanthrope rage bite), or +2 ranged (1d8/19-20, light crossbow and
(in animal or hybrid masterwork bolt).

19
Chapter Two : TEMPLATES

Natural human form: Atk/Full Atk +3 melee Human simple werewolf War1; CR 1/2; Medium
(1d6+1/18-20, masterwork rapier) or +2 ranged humanoid (lycanthrope,
(1d8/19-20, light crossbow and masterwork bolt). shapechanger); HD
Skills and Feats: Hide +4, Move Silently +4, Spot 1d8+1; hp 5; Init +0; Spd
+1; Smaller Beastform (may become Small rat 30 .; AC 15*, touch
instead of Medium), Stealthy. 10*, at-footed 15;
Gear: Masterwork studded leather, masterwork Base Atk +1; Grp +2*;
buckler, masterwork rapier, light crossbow, 20 Atk/Full Atk see below;
masterwork crossbow bolts, potion of cure light Space/Reach 5 ./5 .;
wounds, 33 gp. SA curse of lycanthropy
(DC 15); SQ animal
Human simple weretiger War1; CR 1/2; Medium form, hybrid form,
humanoid (lycanthrope, lycanthrope rage (in
shapechanger); HD animal or hybrid form it
1d8+1; hp 5; Init +4; Spd gets Alertness, low-light
30 .; AC 16, touch 10, vision, lesser scent, limited actions, +4 enhancement
at-footed 16; Base Atk bonus to Str and Dex, and 20 moon hit points); AL
+1; Grp +2; Atk/Full Atk N; SV Fort +3, Ref +0*, Will -1; Str 13, Dex 11, Con 12,
see below; Space/Reach Int 10, Wis 9, Cha 8.
5 ./5 .; SA curse of Animal Form: Atk/Full Atk +4 melee (1d4+3, bite).
lycanthropy (DC 15); Hybrid form: Atk +4 melee (1d4+3, bite), or +5
SQ animal form, hybrid melee (1d8+3/19-20, masterwork longsword), or +4
form, lycanthrope rage ranged (1d8/19-20, light crossbow and masterwork
(in animal or hybrid bolt); Full Atk +4 melee (1d4+3, bite), or +5 melee
form it gets Alertness, (1d8+3/19-20, masterwork longsword), -1 melee
low-light vision, lesser (1d4+1, bite), or +4 ranged (1d8/19-20, light
scent, limited actions, and 20 moon hit points); AL crossbow and masterwork bolt).
N; SV Fort +3, Ref +0, Will -1; Str 13, Dex 11, Con 12, Natural human form: Atk/Full Atk +3 melee
Int 10, Wis 9, Cha 8. (1d8+1/19-20, masterwork longsword) or +2 ranged
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite). (1d8/19-20, light crossbow and masterwork bolt).
Hybrid form: Atk +2 melee (1d4+1, bite), or Skills and Feats: Balance 2*, Climb 1*, Escape
+3 melee (1d6+1/x3, masterwork scimitar), or Artist 2*, Hide 2*, Jump 1*, Listen +1, Move
+2 ranged (1d8/x3, longbow and masterwork Silently 2*, Spot +1, Survival +1, Swim 3*,
arrow); Full Atk +2 melee (1d4+1, bite), or +3 Tumble 2*; Track, Wereform Enhancement (+4
melee (1d6+1/x3, masterwork scimitar), -3 melee enhancement bonus to Str and Dex in wereform).
(1d4, bite), or +2 ranged (1d8/x3, longbow and Gear: Masterwork chain shirt, small steel
masterwork arrow). shield, masterwork longsword, light crossbow, 20
Natural human form: Atk/Full Atk +3 melee masterwork bolts, potion of cure light wounds, potion
(1d6+1/x3, masterwork scimitar) or +2 ranged (1d8/ of jump, oil of magic weapon, 22 gp.
x3, longbow and masterwork arrow). *These values increase by +2 in wereform
Skills and Feats: Balance -2, Climb +3, Escape Artist because of the Strength and Dexterity increases
-2, Hide +0, Jump -1, Move Silently -2, Spot +1, Swim from the Wereform Enhancement feat. These
-3, Tumble -2; Improved Initiative, Wereform Special bonuses are already included in the aack values
Ability (improved grab: bite or claw). for the werewolfs animal and hybrid forms.
Improved Grab: To use this ability, the weretiger
must hit with a bite or claw aack (this weretiger Cursed Lycanthrope
has no claw aacks but may gain them by taking A cursed lycanthrope is a creature forced to take
the Wereform Weapons feat). If the weretiger hits, it hybrid form when stressed or when the moon is full.
may immediately aempt to start a grapple as a free Unlike other kinds of lycanthropy that oer certain
action without provoking an aack of opportunity. advantages in some situations, cursed lycanthropy
Gear: Masterwork chain shirt, large steel shield, is considered a horrible burden by all but the most
masterwork scimitar, longbow, 20 masterwork evil and chaotic creatures because it endangers
arrows, potion of cure light wounds, potion of magic not only the victim but others around him. Most
fang, 18 gp. cursed lycanthropes acquire this template as the

20
Chapter Two : TEMPLATES

result of a spell (see Chapter 6: Moon-Based Spells), Special Aacks: A cursed lycanthrope retains all
though some become cursed from the aack of a the special aacks of the base creature.
cursed lycanthrope, or by touching or eating strange Special Qualities: A cursed lycanthrope retains
herbs, or by drinking from a magical stream, or all the special qualities of the base creature and
via a strange mutation of the curse from a normal gains the following special qualities.
lycanthrope. Wereform (Su): A cursed lycanthrope
Cursed lycanthropes look no dierent in their automatically assumes its hybrid form on the
natural forms than they did before acquiring the nights of the full moon and whenever it enters
curse. Some believe that they eventually take on combat. The hybrid form is the same size as
feral features appropriate to their lycanthrope the creatures natural form. If the moon caused
animals, but most dont live long enough to the change, the cursed lycanthrope remains in
test this theory. In its hybrid form, a cursed wereform until the moon sets. If combat caused
lycanthropes mouth is very large and full of sharp, the change, the cursed lycanthrope remains in
jagged teeth, and its eyes are blood-red. wereform until all nearby creatures (those it can
detect that are Small or larger) are dead. The
Creating a Cursed Lycanthrope cursed lycanthrope cannot speak in wereform,
Cursed lycanthrope is an acquired template that and its vocalizations are limited to animal noises.
can be added to any living, corporeal creature with a A cursed lycanthrope drops whatever it is holding
discernable anatomy (referred to hereaer as the base but does not remove armor or other equipment
creature). Most cursed lycanthropes are humanoids. when it transforms.
A cursed lycanthrope uses all the base creatures A cursed lycanthrope in wereform has the
statistics and special abilities except as noted here. following special qualities.
Unlike other lycanthropes, a cursed lycanthrope Blood Curse: A creature that survives an aack
does not have a pure animal form. Its only other from a cursed lycanthrope must succeed on
shape is a hybrid form that mixes elements of a DC 15 Fortitude save or become a cursed
its natural form with those of some carnivorous lycanthrope at the next full moon.
animal (usually a bear, tiger, or wolf). However, Enhanced Senses: Cursed lycanthropes in
rumors exist of cursed lycanthropes that have only wereform gain low-light vision, lesser scent, and
animal forms and no hybrid ones. the Alertness feat.
Size and Type: The creature gains the Moon Hit Points: The cursed lycanthrope
shapechanger and lycanthrope subtypes. Size gains 20 moon hit points while in wereform
is unchanged. The lycanthrope takes on the (see Chapter 1 for more
characteristics of some carnivorous creature of the information about
animal type, such as a bear, tiger, or wolf. moon hit
Speed: The creatures ground speed increases by points).
+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 1 1
Diminutive 1d2 1
Tiny 1d3 1d2
Small 1d4 1d3
Medium 1d6 1d4
Large 1d8 1d6
Huge 2d6 1d8
Gargantuan 3d6 2d6
Colossal 4d6 3d6

21
Chapter Two : TEMPLATES

Rage (Su): While in its wereform, a cursed AC 16, touch 10, at-footed 16 (14, touch 8, at-
lycanthrope is in a state almost identical to footed 14 in wereform); Base Atk +1; Grp +2*;
barbarian rage. All the ability score, armor Atk/Full Atk see below; Space/Reach 5 ./5 .; SQ
class, and saving throw modiers for that hybrid form (gains Alertness, blood curse, low-
condition apply. Unlike a raging barbarian, light vision, lesser scent, rage, and 20 moon hit
however, a cursed lycanthrope cannot end its points); AL N (detects as CE in wereform); SV Fort
rage voluntarily; it simply continues raging until +3*, Ref +0, Will 1*; Str 13 (17 in wereform), Dex
it returns to its natural form. Any eect that 11, Con 12 (16 in wereform), Int 10, Wis 9, Cha 8.
ends rage (such as calm emotions) also causes the Skills and Feats: Balance -5, Climb +0*, Escape
cursed lycanthrope to return to its natural form. Artist -5, Hide -5, Jump +0*, Move Silently -5, Spot
A raging cursed lycanthrope cannot distinguish +1, Swim 9*, Tumble -5; Improved Initiative,
friend from foe and indiscriminately aacks Power Aack.
creatures nearby. When outnumbered four or Hybrid Form: Atk +4 melee (1d6+3, bite); Full Atk
more to one, a cursed lycanthrope may run away, +4 melee (1d6+3, bite), -1 melee (1d4+1, 2 claws).
but otherwise it normally ghts to the death. The Natural human form: Atk/Full Atk +3 melee
modiers for this form of rage do not stack with (1d8+1/19-20, masterwork longsword) or +3 ranged
those from barbarian rage. Unlike the lycanthropic (1d6/x3, shortbow and masterwork arrow).
rage from the simple lycanthrope template, this Gear: Masterwork chainmail, small steel shield,
rage cannot be circumvented by the Wereform masterwork longsword, shortbow, 20 masterwork
Rage Clarity feat. arrows, potion of cure light wounds, potion of jump, oil
Challenge Rating: Same as the base creature, of magic weapon, 22 gp.
unless the cursed lycanthrope takes wereform *These values increase by +2 in wereform
during the encounter. If it does, adjust the CR as because of the Strength and Constitution increases
follows: HD 5 or lower, as the base creature +1; HD from the rage ability. These bonuses are already
6 or more, as the base creature. If the lycanthrope is included in the werewolfs hybrid form aack and
a spellcaster, do not apply this CR modier. damage values.
Alignment: Same as the base creature, though Though the werewolf automatically takes
the cursed lycanthrope detects as chaotic and evil wereform when it enters combat, the use of magic
while in wereform. such as calm emotions may force it back into its
Level Adjustment: natural humanoid form during a ght, therefore its
aack values in that form are listed here.
Removing the Curse
To remove the curse of lycanthropy, a caster of Fey Lycanthrope
at least 10th level must cast remove curse or break Fey lycanthropes (sometimes called lycanfey) are
enchantment on the victim during one of the three fey creatures with shapechanging magic that is
days of the full moon. Aer receiving the spell, the inuenced by the moon. They come to mortal lands
character must succeed on a DC 20 Will save to to work mischief, though some are forced to t in
break the curse. If the save fails, the process must because they have been exiled from their home
be repeated. The caster knows whether or not the realm due to indiscretions or because they have
spell has worked. fallen into disfavor with other fey.
A fey lycanthrope in its natural form has
Sample Cursed Lycanthrope exaggerated pointed ears, large eyes, and
The cursed lycanthrope presented here is based elike features that make it look a bit exotic and
on a 1st-level human warrior with the following otherworldly. In its animal form, it looks like a
ability scores: Str 13, Dex 11, Con 12, Int 10, Wis normal animal, and its hybrid form is a mix of its
9, Cha 8. Although he should assume wereform natural and animal forms. In any form, its features
and rage every time he ghts, his normal statistics change depending on its mooda playful or
are included in case he is forced to stay in human happy lycanfey looks almost cartoonishly cute,
form by some eect such as calm emotions or an and an angry one looks like a creature out of a
antimagic eld. nightmare.

Human cursed werewolf War1; CR 1; Medium Creating a Fey Lycanthrope


humanoid (lycanthrope, shapechanger); HD Fey lycanthrope is an inherited template
1d8+1*; hp 5*; Init +4; Spd 20 . (30 . in wereform); that can be added to any living, corporeal

22
Chapter Two : TEMPLATES

creature with a discernable anatomy (referred a haling feywolf becomes a Small wolf, and a hill
to hereaer as the base creature). Most lycanfey giant feyrat becomes a Large rat. The lycanfey can
are humanoids or fey. A fey lycanthrope uses all vocalize in animal form just as easily as it can in its
the base creatures statistics and special natural form. It gains none of the lycanthrope
abilities except as noted here. animals abilities (including
Size and Type: The alternate forms of movement)
creatures type changes except those specically
to fey. Do not noted in this template.
recalculate Hit Changing to or
Dice, base aack from animal form
bonus, or saves. is a standard
The creature action.
gains the Cold Iron
shapechanger Vulnerability
and (Su): A
lycanthrope lycanfey in
subtypes. Size wereform
is unchanged. has cold iron
The fey vulnerability
lycanthrope 5 (see Variant:
takes on the Silver Vulnerability
characteristics of in Chapter 1, page
some creature of the 11) rather than silver
animal type, usually a vulnerability or damage
carnivore or omnivore such as a reduction/silver.
bear, tiger, or wolf. Hybrid Form (Su): The fey lycanthropes
Aacks: In either of its wereforms, a lycanfey natural form takes on aspects of its animal form,
has a bite aack. Use the value in the table below such as fur, scales, teeth, tail, and posture. If the
or the value for the base creatures bite damage (if lycanthrope animal has wings, the lycanfeys
any), whichever is greater. A lycanfey in hybrid equivalent limbs (if any) gain appropriate winglike
form that can wield weapons normally uses its bite growths, though they still function according to
as a secondary aack. A lycanfey is procient with their normal shape and cannot be used to y. For
all its natural weapons. example, a human feybat gains membranes in his
Size Base Bite Damage armpits, but he cannot use them to glide or y. The
Fine 1 lycanthrope can perform any actions in this form
that it could in its natural form (including speaking
Diminutive 1
and using equipment). Changing to or from hybrid
Tiny 1d2 form is a standard action.
Small 1d3 Low-Light Vision: A lycanfey has low-light vision.
Medium 1d4 Moon Powers (Su): On the nights of the full
Large 1d6 moon, a lycanfey gains additional abilities, as
noted below.
Huge 1d8
Fast Transformation: A lycanfeys transformation
Gargantuan 2d6
to or from animal or hybrid form is a free action
Colossal 3d6 instead of a standard action.
Special Aacks: A lycanfey retains all the Illusory Size: A lycanfey may cloak itself in a size-
special aacks of the base creature. changing illusion to appear one size category
Special Qualities: A fey lycanthrope retains all larger or smaller than its true size. This ability
the special qualities of the base creature and gains is treated as a 1st-level spell-like ability and is
the following special qualities. usable at will.
Animal Form (Su): The fey lycanthrope looks Spell-Like Abilities: 1/daydancing lights, daze,
like a normal animal of its type, except that its size disguise self, ghost sound, invisibility. Caster level
category remains the same as the base creatures. equals the lycanfeys character level. The save DCs
Thus, a human feytiger turns into a Medium tiger, are Charisma-based.

23
Chapter Two : TEMPLATES

Skills: A lycanfey gains a +2 bonus on Natural human form: Atk/Full Atk +3 melee
Diplomacy and Intimidate checks. (1d8+1/19-20, masterwork longsword) or +3 ranged
Challenge Rating: Same as the base creature. (1d6/x3, shortbow and masterwork arrow).
Alignment: Varies by animal type. Skills and Feats: Balance +0, Climb +0, Diplomacy
Level Adjustment: +1. +3, Escape Artist +0, Hide +0, Intimidate +5, Jump
+0, Listen +1, Move Silently +0, Search +2, Spot +3,
Sample Fey Lycanthrope Swim -1, Tumble +0; Bonus Moon Hit Points (+10).
The fey lycanthrope presented here is based on a Elf Traits: Immune to magic sleep spells and
1st-level elf warrior with the following base ability eects; +2 to saves against enchantment spells or
scores before racial modiers: Str 13, Dex 11, Con eects; low-light vision; entitled to a Search check
12, Int 10, Wis 9, Cha 8. when within 5 feet of a secret or concealed door
as though actively looking for it; Martial Weapon
Elf fey werewolf War1; CR 1; Medium humanoid Prociency (composite longbow, composite
(lycanthrope, shapechanger); HD 1d8; hp 4; Init +1; shortbow, longbow, longsword, and rapier)
Spd 30 .; AC 16, touch 11, at-footed 15; Base Atk as bonus feats; +2 to Listen, Search, and Spot
+1; Grp +2; Atk/Full Atk see below; Space/Reach (included in the above totals).
5 ./5 .; SA spell-like abilities; SQ animal form, Moon Powers (Su): On the nights of the full
cold iron vulnerability 5 (in wereform), elf traits, moon, its transformation to or from animal or
low-light vision, hybrid form, moon powers, racial hybrid form is a free action instead of a standard
skill bonuses (+2 to Diplomacy and Intimidate), elf action. It may cloak itself in a size-changing illusion
traits; AL N; SV Fort +2, Ref +1, Will -1; Str 13, Dex to appear one size category larger or smaller than
13, Con 10, Int 10, Wis 9, Cha 8. its true size; this ability is treated as a 1st-level
Animal Form: Atk/Full Atk +2 melee (1d4+1, bite). spell-like ability and is usable at will.
Hybrid form: Atk +2 melee (1d4+1, bite), or +3 Spell-Like Abilities (Sp): 1/daydancing lights, daze
melee (1d8+1/19-20, masterwork longsword), or (DC 10), disguise self, ghost sound (DC 10), invisibility.
+3 ranged (1d6/x3, shortbow and masterwork Caster level 1. The DCs are Charisma-based.
arrow); Full Atk +2 melee (1d4+1, bite), or +3 melee Gear: Masterwork chain shirt, masterwork
(1d8+1/19-20, masterwork longsword), -3 melee buckler, masterwork rapier, shortbow, 20
(1d4, bite), or +3 ranged (1d6/x3, shortbow and masterwork arrows, 14 gp.
masterwork arrow).

24
Chapter 3 : Curse of the Moon Feats
This chapter presents new feats that relate to essence of silver laces this aack or eect, making it
lycanthropy. more harmful to lycanthropes than normal.
Prerequisite: Special aack or spell-like ability.
Feat Descriptions Benet: All the hit point damage from your
Most of the feats in this chapter have lycanthropy chosen special aack or spell-like ability is
as a prerequisite, though some are useful for considered silver damage, so it bypasses moon
nonlycanthropes. hit points, prevents certain types of regeneration,
and so on. All other eects of the ability are
Argent Ability [General] unaected. For example, if a red dragons argent
Choose one of your special aacks or spell-like breath weapon deals 60 points of re damage, all
abilities that deals hit point damage. The pure 60 points count as silver damage for the purpose of

Feat Prerequisite Benet


Argent Ability Special attack or special ability Converts damage to silver damage
Argent Spell Converts half of spell damage to silver damage
Bonus Moon Hit Points Lycanthrope with moon hit points +10 moon hit points
Celestial Wereform Lycanthrope, good alignment, base DR 5/magic; acid, cold, or electricity resistance 5; grants extraplanar and
Fort save +4 good subtypes
Extra Lycanthrope Animal Lycanthrope, base Fort save +3, base Grants an additional lycanthrope animal
Will save +3
Fast Lycanthrope Afiction Natural lycanthrope, base Fort save +4 Your bite transmits lycanthropy in 1d4 rounds
Fast Wereform Lycanthrope with slow transformation Lycanthropic transformation takes a standard action
rate
Faster Flight Fly speed +10 feet ight speed
Fiendish Wereform Lycanthrope, evil alignment, base Fort DR 5/magic; acid, cold, or electricity resistance 5; grants extraplanar and
save +4 evil subtypes
Hearts Power Lycanthrope, base Fort save +4, base Eating enemys heart grants +2 enhancement bonus to Str, Dex, or Con
Will save +4
Improved Damage Reduction Natural DR DR increases by 5 (max 15)
Improved Flight Maneuverability Fly speed Flight maneuverability increases by one category
Larger Beastform Lycanthrope (fey or simple) Increases beastform by one size category
Larger Hybrid Form Lycanthrope (fey or simple), Larger Increases hybrid form by one size category
Beastform
Lycanthrope Empathy Lycanthrope (fey or simple) Allows communication and empathy with normal or dire animals of
lycanthrope animal type
Lycanthrope Flesh Lycanthrope with no natural armor +2 bonus to natural armor in wereform
bonus granted by race or natural
ability
Lycanthrope Freak Lycanthrope Replaces lycanthrope animal with a different creature
Lycanthrope Bite Natural lycanthrope Your bite transmits lycanthropy even in your natural form
Lycanthrope Spawn Natural lycanthrope, base Will save +5 Subjects your aficted victims to your will
Metamorph Healing Lycanthrope Heals 10 points upon transformation 1/day
Moon Over Body Lycanthrope Heals damage according to moon phase
Moonbite Survivor Nonlycanthrope who did not Grants 5 moon hit points
contract lycanthropy from a true
lycanthropes bite
Mooname Breath Lycanthrope with a bite attack in Grants aming bite for +1d6 re damage or breath weapon for 1d6 re
animal form damage per character level (max damage dice per day for both equals
character level)
Sensitive Ears +5 bonus on Listen checks; can always take 10 on Listen checks; sonic
vulnerability 10
Smaller Beastform Lycanthrope (fey or simple) Lets you decrease beastform by one size category

25
Chapter Three : CURSE OF THE MOON FEATS

Feat Prerequisite Benet


Swarm Animalform Lycanthrope (fey or simple), animal Lets you use a swarm of your animal form as your beastform
form normally Tiny or smaller
Wereform Enhancement Lycanthrope (fey or simple), base Fort +4 enhancement bonus to Str and Dex in wereform
or Ref save +2
Wereform Movement Lycanthrope (fey or simple), base Fort Grants faster movement and use of lycanthrope animals movement modes
save +4 in wereform
Wereform Rage Clarity Lycanthropic rage, base will save +3 Removes limits on actions in wereform
Wereform Scent Lycanthrope with lesser scent Replaces lesser scent with scent ability
Wereform Special Ability Lycanthrope (fey or simple), Grants one of lycanthrope animals special abilities in wereform
lycanthrope animal with special
attack or special quality
Wereform Speech Lycanthrope Grants ability to speak in wereform
Wereform Weapons Lycanthrope (fey or simple), Grants one or two extra natural attacks of lycanthrope animal in wereform
lycanthrope animal with multiple
natural attacks
Wolfskinner Int or Wis 10 Grants ability to take wolf shape

harming lycanthropes and other creatures that are damage for the purpose of harming lycanthropes
vulnerable to silver. and other creatures that are vulnerable to silver.
This feat does not aect the abilitys frequency of Likewise, if an argent ice storm spell deals 10
use, the time needed to use it, or any other aspect points of bludgeoning damage and 6 points of cold
of the ability. damage, 5 points of the bludgeoning damage and 3
Note: Silver damage is not a new type of points of the cold damage are also silver damage.
damage and does not allow an ability to bypass Casting a spell as an argent spell requires a
normal protections against the unmodied version material component (a piece of silver worth at least
of the spell. For example, a red dragons argent 1 sp, such as a silver coin) in addition to its usual
breath used against another red dragon (a creature material component (if any). The casting time,
immune to re) has no eect, nor would it aect a however, is not aected, even for characters who
simple lycanthrope that has a protection from energy cast spells without preparation (such as bards and
(re) spell active, as long as the protection blocks sorcerers).
all the re damage. However, any damage that gets Note: Silver damage is not a new type of
through the targets defense would count as silver damage and does not allow a spell to bypass
damage and would therefore bypass any moon normal protections against the unmodied version.
hit points it has. In other words, creatures are not For example, an argent reball used against a red
more vulnerable to argent abilities than to normal dragon (a creature immune to re) has no eect,
ones unless they already have a vulnerability to nor would it aect a simple lycanthrope that has
silver (such as the silver vulnerability weakness a protection from energy (re) spell active, as long as
described on page 11) or silver-bypassed special the protection blocks all the re damage. However,
defenses (such as moon hit points, damage half of any damage that gets through the targets
reduction/silver, or a chain devils regeneration, defense would count as silver damage and would
which doesnt work against silver weapons). therefore bypass any moon hit points it has. In
Special: You may take Argent Ability multiple other words, creatures are not more vulnerable
times. Its eects do not stack. Each time you take to argent spells than to normal ones unless they
this feat it applies to a dierent special ability. already have a vulnerability to silver (such as the
silver vulnerability weakness described on page 11)
Argent Spell [General] or silver-bypassed special defenses (such as moon
The pure essence of silver laces your spells, making hit points, damage reduction/silver, or a chain
them more harmful to lycanthropes than normal. devils regeneration, which doesnt work against
Benet: Half the damage from your spells is silver weapons).
considered silver damage, so it bypasses moon
hit points, prevents certain types of regeneration, Bonus Moon Hit Points [General]
and so on. The spells other eects are unchanged. The moon gives you more vitality than others of
For example, if an argent reball deals 30 points of your kind possess.
re damage, 15 of those points also count as silver 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, Fast Lycanthrope Affliction [General]
or even change from one lycanthrope animals Your bite transmits a rapid-onset form of the curse
hybrid form directly to the others beastform of lycanthropy.
as desired, according to the normal rules for Prerequisites: Natural lycanthrope, base
lycanthropic transformation. Fortitude save +4.
If you have the Wereform Special Ability or Benet: A creature aicted with lycanthropy
Wereform Weapons feats, any special abilities by your bite involuntarily assumes beastform in
or weapons available to more than one of 1d4 rounds, rather than at the next full moon, as
your lycanthrope animals are useable in the would be the case in a normal case of lycanthropic
corresponding wereforms, but those available to only aiction. If the creature is a PC, it loses its
one animal apply only to that animals wereforms. identity and temporarily comes under the control
Example: A weretiger selects this feat and of the DM. Depending on the circumstances,
chooses an owl as his second lycanthrope animal. the new lycanthrope may aack the nearest
He has the Wereform Special Ability (improved creature or ee, but it does not aack you during
grab) and Wereform Weapons (2 claws) feats. this encounter unless you aack it again or it is
Because 2 claws appears on the laer feats natural magically compelled.
weapons list for both the owl and the tiger, the Other than the rapid onset of the aiction, your
lycanthrope can use these extra claw aacks in bite and the victims lycanthropy are normal.
both of those wereforms. The owl does not have
the improved grab ability, so the lycanthrope can Fast Wereform [General]
use that ability only while in tiger wereforms. You can change forms faster than normal.
Special: You may take this feat multiple times. Prerequisite: Lycanthrope with a slow
Each time you take the feat you gain an additional transformation rate.
lycanthrope animal. 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
wereforms or back to your normal form as a by virtue of your innate DR (the number before the
standard action. slash) increases by 5. If you have more than one
Note: This feat is appropriate only if your kind of damage reduction (such as 5/magic and
lycanthropic transformation takes longer than a evil), all of them increase by 5 (to 10/magic and evil
standard action (see the Slow Form Change variant in this example).
in Chapter 1: Lycanthropy, page 4). Note: This feat aects only damage reduction
gained from race or some other natural ability. It
Faster Flight [General] does not aect damage reduction gained from magic
Your ying speed is faster than normal. items, spells, spell-like abilities, or any other means,
Prerequisite: Fly speed. nor does it aect damage reduction that cannot be
Benet: Your ight speed increases by +10 feet. bypassed with a certain type of weapon, such as the
Special: You may select this feat multiple times. damage reduction gained by powerful barbarians.
Its eects stack. Special: You may take this feat multiple times.
Its eects stack, but you cannot increase your
Fiendish Wereform [General] damage reduction value above 15.
Your wereforms are tainted by supernatural evil.
Prerequisites: Lycanthrope, evil alignment, base Improved Flight Maneuverability [General]
Fortitude save +4. Your ying maneuverability is greater than normal.
Benet: You gain certain endish abilities in Prerequisite: Fly speed.
wereform, and your wereforms appear endish. Benet: Your ight maneuverability increases
While in wereform, you gain damage reduction by one category.
5/magic, plus acid, cold, or electricity resistance Special: You may select this feet multiple times.
5 (your choice each time you assume wereform). Its eects stack, but this feat cannot increase your
You also gain the extraplanar and evil subtypes, 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


Your beastform is of unusually large size. form, if you had no natural armor bonus in that
Prerequisite: Lycanthrope (fey or simple). one before).
Benet: Your beastform is one size category
larger than your normal form. You gain a +2 size Lycanthrope Freak [General]
bonus to Strength, a 2 size penalty to Dexterity Your lycanthrope bloodline is tainted with the
(minimum Dex 1), and a 1 penalty to AC and on essence of some creature other than a true animal,
aack rolls because of your increased size. If the giving you strange wereforms.
size of your beastform increases from Medium Prerequisite: Lycanthrope.
to Large, it has a space of 10 feet and a natural Benet: Choose one creature from the following
reach of 10 feet; otherwise space and reach are list that resembles your lycanthrope animal
unchanged. Your size-based modiers on grapple form: basilisk, behir, blink dog, bulee, chimera,
and Hide checks change to those appropriate for cockatrice, darkmantle, displacer beast, dragonne,
your new size. girallon, gorgon, grion, hippogri, hydra,
krenshar, lammasu, manticore, minotaur, owlbear,
Larger Hybrid Form [General] pegasus, sea cat, shocker lizard, sphinx, unicorn,
Your hybrid form is of unusually large size. winter wolf, or worg. This creature becomes your
Prerequisites: Lycanthrope (fey or simple), lycanthrope creature, replacing your original
Larger Beastform. lycanthrope animal.
Benet: Your hybrid form is one size category Your beastform now resembles your lycanthrope
larger than your normal form. You gain a +2 size creature, and your hybrid form looks like a mix
bonus to Strength, a 2 size penalty to Dexterity of this form and your natural form. You gain
(minimum Dex 1), and a 1 penalty to AC and on darkvision in your wereforms. If the creature can
aack rolls because of your increased size. If the speak, you can do so as well while in wereform.
size of your hybrid form increases from Medium If your lycanthrope creature is a sea cat, you can
to Large, it has a space of 10 feet and a natural hold your breath for a number of rounds equal to 4
reach of 10 feet; otherwise space and reach are times your Constitution before you risk drowning.
unchanged. Your size-based modiers on grapple If you select the Wereform Special Ability feat,
and Hide checks change to those appropriate for you may choose from the following abilities.
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 Special Abilities Available Dimension Door: You may use dimension door as a
Basilisk Armor plates, petrifying attack* spell-like ability once per day (range 100 feet; caster
Behir Armor plates, breath weapon*, level equals your character level).
constrict, improved grab (bite), Displacement: Once per day as a free action, you
rake, swallow whole
may use displacement for 1 round as a supernatural
Blink dog Blink*, dimension door*
ability (caster level equals your character level).
Bulette Armor plates, pounce, rake, tremorsense
40 ft. Electricity Resistance: You gain electricity
Chimera Armor plates, breath weapon* resistance 5.
Cockatrice Petrifying attack*
Freezing Bite: Your bite aack also deals 1 point
Darkmantle Blindsight 90 ft., constrict, darkness*,
of cold damage.
improved grab (slam) Lammasu Aura: Once per day, you may activate
Displacer beast Displacement*, resistance to ranged a protection from evil eect upon yourself as a
attacks supernatural ability (caster level equals your
Dragonne Armor plates, pounce, roar* character level).
Girallon Rend Natural Cunning: You are immune to maze spells
Gorgon Armor plates, petrifying attack*, stampede and are never caught at-footed.
Griffon Pounce, rake Petrifying Aack: Once per day, you can make
Hippogriff a petrifying aack against an enemy. Roll 1d6
Hydra Armor plates, sprint healing** per character level you possess. If the total
Krenshar Scare* equals your targets current hit points, it turns to
Lammasu Lammasu aura*, pounce, rake stone (no save). If your lycanthrope creature is
Manticore a cockatrice, this ability requires a touch aack
Minotaur Natural cunning, powerful charge to use; if its a gorgon, this ability is a breath
Owlbear Improved grab (claw) weapon with a range of 5 feet that aects only
Pegasus one creature.
Sea cat Armor plates, rend Poison Resistance: You get a +8 bonus on saving
Shocker lizard Electricity resistance, shocking bite*
throws against poison.
Sphinx Pounce, rake, roar* (androsphinx only)
Rend: You can select this ability only if you have
two claw aacks. If you hit with both claws, you
Unicorn Dimension door*, poison resistance
deal +1d6 points of damage.
Winter wolf Breath weapon*, freezing bite, trip (bite)
Resistance to Ranged Aacks: You gain a +2
Worg Trip
resistance bonus on saves against any ranged
*This ability can be used once per day. If you select the Wereform magical aack that specically targets you (except
Special Ability again and choose this same ability again, you ranged touch aacks).
gain an additional daily use of it.
**This ability can be selected multiple times. See the ability
Roar: You can roar once per day as a
description for the effects of doing so. supernatural sonic ability. The eect is a 15-foot
cone. If your lycanthrope creature is a dragonne,
Special abilities noted on the table above but not the roar causes fatigue for 1d4 rounds in all
explained below function as in the Wereform who hear it (Fortitude save negates; DC 11 +
Special Ability feat. your Constitution modier). If your lycanthrope
Armor Plates: Your natural armor bonus creature is an androsphinx, the roar causes all
increases by +4 while you are in wereform. creatures in the area to become shaken (Will
Blindsight: A weredarkmantles blindsight uses negates; DC 11 + your Charisma modier).
sound and is negated by a silence spell. Scare: Once per day, you can peel back the skin
Blink: As a free action once per day, you may from your head and uer an unnerving screech.
blink for 1 round as a supernatural ability. Your Every creature within a 15-foot cone must make
caster level equals your character level. a Will save (DC 11 + your Charisma modier) or
Breath Weapon: Once per day, you can use a become shaken. Scare is a supernatural, sonic,
breath weapon that deals 5d4 points of energy mind-aecting ability.
damage (Reex half) appropriate for your Shocking Bite: Your bite aack deals 1 point of
lycanthrope creature, as follows: behir (electricity), electricity damage.
chimera (any one), winter wolf (cold). The breath Sprint Healing: You gain sprint healing 1/10 (see
weapon is a 15-foot cone, and the save DC equals sidebar). You may select Wereform Special Ability
11 + your Constitution modier. (sprint healing) multiple times. Each time you

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. Natural Weapons
Swallow Whole: You can select this ability only Creature Number and Type of Attacks
if you have a bite aack. By making a successful Basilisk
grapple check against a creature you are already Behir
grappling, you may swallow it whole. If you have Blink dog
the Cleave feat, you may bite another creature Bulette 2 claws
immediately aer swallowing an opponent. Chimera 1 bite, 1 bite, 2 claws
Every round, a swallowed creature takes Cockatrice
bludgeoning damage equal to 1d2 plus 1/2 your Darkmantle
Strength bonus and 1d2 points of acid damage, and Displacer beast 2 tentacles
it must also hold its breath or begin to suocate. Dragonne 2 claws
The creature can cut its way out of you using Girallon** 2 claws, 2 claws
a light slashing or piercing weapon to deal 10 Gorgon
points of damage to your gizzard, and you take Griffon 2 claws
half of this damage. Your gizzards AC is 10 plus Hippogriff 2 claws
your natural armor bonus. Once the creature Hydra** 1 bite, 1 bite, 1 bite, 1 bite
exits, muscular action closes the hole, so another Krenshar 2 claws
swallowed creature must cut its own way out. Your Lammasu 1 claw
gizzard can hold up to two creatures that are two Manticore 2 claws, 1 spike
size categories smaller than you, eight creatures Minotaur
that are three sizes smaller, or thirty-two creatures Owlbear 2 claws
that are four sizes smaller. You may regurgitate Pegasus 2 hooves
a swallowed creature as a full-round action that Sea cat 2 claws
provokes an aack of opportunity. Changing forms Shocker lizard
has no eect on swallowed creatures, but you can
Sphinx 1 claw (any) or 2 claws
regurgitate a swallowed creature only while you (criosphinx, hieracosphinx)
are in wereform. Unicorn 2 hooves
Tremorsense: You gain tremorsense with a range Winter wolf
of 40 feet.
Worg
If you had already chosen wereform abilities for
your animal form and your lycanthropic creature *Choose one option at the time you select the feat. This
doesnt have access to those abilities, you may choice cannot be altered once selected, though you can
select the feat again if you want yet another attack.
swap your animal form abilities for those on your **You may select the Wereform Weapons feat multiple
freak wereforms list. times (up to the number of attack sets indicated for the
If you select the Wereform Weapons feat, you creature). Each time you select it, you gain another attack
may choose from the Natural Weapons table. or set of attacks from the creatures list. For example, if
your lycanthrope creature is a chimera, you could select
Note: You can take this feat even aer rst level. the feat up to three times, gaining 1 bite the rst time, 1
Taking Lycanthrope Freak aer rst level causes bite the second time, and 2 claws the third time.
your wereforms to change and manifest their For the chimeras extra bite, the hydras extra bites, and
true shape. 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
Lycanthrope Bite [General] used for any other purpose. Thus, an extra head is not
Your lycanthropy is so strong that your bite subject to attacks from a vorpal weapon, nor can it keep
transmits the aiction even while you are in your you alive if your true head is severed. Extra arms cannot
wear additional magic items, and so on.
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 (whether from your bite or from a weapon coated
standard action, you may apply your saliva to a with your saliva) increases by +1.
slashing or piercing weapon. Any creature hit by
that weapon within 1 minute of the application Lycanthrope Spawn [General]
risks becoming a lycanthrope just as if you had Creatures you aict with lycanthropy are
bien it. The DC to resist the curse of lycanthropy beholden to you.

31
Chapter Three : CURSE OF THE MOON FEATS

Special: You may take this feat multiple times.


Freakish Lycanthrope Forms Its eects do not stack. Each time you take it, you
For the curious, the monsters for the Lycanthrope Freak list were
selected because they all have animal-like shapes, none of them are may use this ability one more time per day.
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.
Sprint Healing Benet: By concentrating for a full round under
Sprint healing is just like fast healing, except it has a limit to the number moonlight, you can heal damage to your body.
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
The DC of your Concentration check depends
5/20 heals 5 hit points per round in the manner of fast healing until it has on the current phase of the moon, as given in the
healed 20 hit points in this manner, at which point the fast healing ends following table.
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.
Phase Concentration DC
Normal fast healing is powerful in the hands of a PC because it means Full 15
they can wait a few minutes to heal up completely in between every Three-quarters 20
battle. By using sprint healing we give the PC the automatic per-round Half 25
benet of fast healing without the big power boost of an unlimited supply
of healing power. One-quarter 30
Because a typical CR encounter lasts somewhere in the neighborhood New
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 A successful Concentration check heals 1 point
(limitless) fast healing with that value. For example, fast healing 15 of damage plus 1 more point for every 5 points
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
by which the check result exceeded the DC. For
approximately the same number of hit points. Use this rule of thumb as example, if you aempt to heal yourself under a
a guideline for giving a monster PC an appropriate sprint healing value full moon and your Concentration check result is
corresponding to their monster type. 20, you heal 2 hit points.
This ability cannot restore moon hit points. You
Prerequisites: Natural lycanthrope, base Will can use this feat as oen as desired.
save +5.
Benet: Any creature you aict with Moonbite Survivor [General]
lycanthropy is subject to your will. You may issue Because you survived a lycanthrope aack without
an order to each lycanthrope you have spawned becoming a lycanthrope, you gain some strength
once per day, as if using the command spell from the moon.
description, but the save DC is Charisma-based. Prerequisites: Nonlycanthrope who did not
The creature has a 4 penalty on its saving throw contract lycanthropy from a true lycanthropes bite.
against this ability while in wereform. In addition Benet: You gain 5 moon hit points.
to the options listed in the command spell, you have Note: You could also use this feat for
the following option when issuing your order. nonlycanthrope characters who are descended
Aack: The lycanthrope aacks the indicated from lycanthropes. Used in this way, the feat is a
creature to the best of its ability for 1 round. If the sort of genetic legacy that pops up now and then in
lycanthrope isnt within melee range of the target at a particular bloodline. When used for this purpose,
the time the order is issued, it makes a reasonable the feat is called Lycanthrope Heir.
eort to move into melee range and aack that
same round, though it neednt take risks (such as Moonflame Breath [General]
provoking aacks of opportunity, crossing hazards, You can breathe strange re, either as part of your
and so on) to do so. bite aack or as a breath weapon.
Prerequisite: Lycanthrope with a bite aack in
Metamorph Healing [General] animal form.
You heal damage when you change form. Benet: You can manifest white or eerie green
Prerequisite: Lycanthrope. ames in your mouth. These ames have two
Benet: Once per day, when you use your possible eects.
lycanthrope ability to change shape (to any of your Flaming Bite: As a free action in conjunction with
forms), you may heal up to 10 points of damage to a successful bite aack, you may deal +1d6 points of
yourself. re damage in addition to your normal bite damage.

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 As a swarm, you still move as a single creature,
gain sonic vulnerability 10 (see the Variant: Sonic so you cannot send portions of your swarm self
Vulnerability sidebar, below) and a 2 penalty on away to scout or perform other actions. If your
saving throws against sonic eects that dont deal animal form is a ying creature, you cannot
damage (such as thunderstones, a harpys song, y as a swarm unless you have the Wereform
and so on). Movement feat. Your movement in swarm form
is the same as that of your lycanthrope animal at
Smaller Beastform [General] its usual size. For example, if your lycanthrope
You may assume a beastform thats smaller than animal is a rat, your rat swarm form has a regular
normal. move of 15 feet and a climb speed of 15 feet. You
Prerequisite: Lycanthrope (fey or simple). gain the swarm subtype and swarm traits while in
Benet: When you assume your beastform, you swarm form. Your space/reach rating changes to
may become one size smaller than your normal size 10 ./0 . unless your normal space is larger. You
if desired. Your size-based modiers on grapple do not retain your original reach.
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
Swarm Animalform [General] game, use the following description.
Sonic Vulnerability: A creature with sonic vulnerability takes extra
You may take the form of a swarm of creatures damage from sonic-based attacks. The amount of extra damage equals
whenever you take animal form. the damage from the attack or the value of the sonic vulnerability,
Prerequisite: Lycanthrope (fey or simple), animal 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
form that is normally a Tiny or smaller creature.
additional 10 points of sonic damage as well. However, if the spell
Benet: As a standard action, you may take the dealt only 8 points of damage, the creature would take only 8 additional
form of a swarm of normal-sized versions of your points of sonic damage. A typical creature with this quality has sonic
lycanthrope animal. You may remain in swarm vulnerability 10. Slightly sensitive creatures may have sonic vulnerability
5, and extremely sensitive creatures might have sonic vulnerability as
form for up to 1 round per level per day, but these
high as 30.
rounds need not be consecutive. You may assume Only sonic damage that actually gets through to the creature causes
any of your lycanthrope forms upon leaving extra damage in this manner. For example, a creature with sonic
swarm form. Changing to or from this form has 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
the same diculty as assuming or leaving your
deafened creature with sonic vulnerability does not take extra damage
animal form does. from this quality at all, though normal sonic damage still applies.

33
Chapter Three : CURSE OF THE MOON FEATS

Any special abilities you normally have in beastform, or one category lower (minimum poor)
animal form (such as from the Wereform Special if you are in hybrid form.
Ability feat) are also available in swarm form. For If your lycanthrope animal has a climb speed,
example, if you have blindsense as a bat, you have you may climb in beastform at that climb speed. In
it in bat swarm form as well. hybrid form, use your beastforms climb speed or
Note: If you have more than one animal form your base climb speed +10 feet, whichever is lower.
that is normally a Tiny or smaller creature, you In wereform, you gain all the usual benets of a
may assume a swarm version of any of those climb speed (bonus on Climb checks, can always
animal types. take 10 on Climb checks, and so on).
If your lycanthrope animal has a swim speed,
Wereform Enhancement [General] you may swim at that swim speed while in
You gain greater strength and agility in wereform. beastform. In hybrid form, use your beastforms
Prerequisites: Lycanthrope (fey or simple), swim speed or your base swim speed +10 feet,
base Fortitude or Reex save +2. whichever is lower. In wereform, you gain all the
Benet: You get a +4 enhancement bonus benets of a swim speed (bonus to Swim checks,
to Strength and Dexterity while you are in ability to move in water without making swim
wereform. checks, and so on). If your lycanthrope animal
can breathe water, you can breathe either water or
Wereform Movement [General] air in wereform. If your beastform is a crocodile,
You gain the movement and speed of your porpoise, or whale, you can hold your breath
beastform while you are in wereform. for a number of rounds equal to 4 times your
Prerequisites: Lycanthrope (fey or simple), Constitution score before you risk drowning.
base Fortitude save +4. If your lycanthrope animal has a burrow speed,
Benet: While in beastform, you can use your you may burrow in beastform at that burrow
lycanthrope animals ground speed if it is greater speed. In hybrid form, use half your beastforms
than that of your normal form. In hybrid form, burrow or 5 feet, whichever is lower.
you may use your beastforms ground speed or
your base speed +10 feet, whichever is lower. Wereform Rage Clarity [General]
If your lycanthrope animal has a y speed, you Your mind is not dulled in wereform.
may y at your ground speed while in beastform Prerequisites: Lycanthropic rage, base Will save
or hybrid form. Your maneuverability is the +3.
same as your lycanthrope animals if you are in 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 Special Abilities Available Ferocity: You can continue to ght without
Badger Rage penalty while disabled or dying. You continue to
Bat Blindsense 40 ft. lose 1 hit point per round at 1 to 9 as normal.
Bear Improved grab (claw) Improved Grab: To use this ability, you must
Bison Stampede hit with the aack form indicated. If you hit,
Boar Ferocity you may immediately aempt to start a grapple
Cheetah Sprint, trip (claw or bite) as a free action without provoking an aack of
Crocodile Improved grab (bite) opportunity.
Eagle Evasion Ink Cloud: Once per minute as a free action,
Elephant Stampede you may emit a cloud of ink that lls a cubic area
Hyena Trip (bite) of water equal to your facing plus 5 feet (i.e., a
Leopard Improved grab (bite), pounce, rake 10-foot cube for a Medium creature). The ink
Lion Improved grab (bite), pounce, rake provides total concealment to all creatures within
Octopus Constrict, improved grab (arm), ink cloud, jet it. Outside of a watery environment, this ability
Owl Superior low-light vision produces a puddle that lls your space.
Porpoise Blindsight 120 ft. Jet: While in the water, you can jet backward
Rhinoceros Powerful charge once per round as a full-round action at a speed
Shark Blindsense 30 ft., keen scent of 200 feet (or 100 feet in hybrid form). You must
Snake, constrictor Constrict, improved grab (bite) move in a straight line, but you do not provoke
Snake, viper Poison aacks of opportunity for this movement.
Squid Constrict, improved grab (tentacle), ink Keen Scent: You notice the presence of creatures
cloud, jet by scent within 180 feet. In addition, you can
Tiger Improved grab (claw or bite), pounce, rake smell blood in the water up to a mile away.
Weasel Attach Poison: Your bite aack injects poison. The
Whale Blindsight 120 ft. initial and secondary damage is 1d2 points of
Wolf Trip (bite) Constitution damage. The Fortitude DC is 10 +
your racial HD + your Constitution modier.
The special abilities as they apply to your Pounce: If you charge, you may make a full
wereform are described below. aack with your natural aacks. In addition, if
Aach: You can use your powerful jaws to you have the rake ability, you may use it when
aach yourself to an opponent aer a successful you pounce.
bite aack. Each round that you are aached, you Powerful Charge: You deal an extra 1d6 points of
automatically deal bite damage on your turn, but damage when you charge.
you lose your Dexterity bonus to AC. You may Rage: You may y into a rage in combat aer
release your opponent as a free action. A creature taking damage. You gain a +4 bonus to Strength
can forcibly remove you by grappling and and Constitution and a 2 penalty to Armor Class.
successfully pinning you. You cannot end this rage voluntarily; it ends only
Blindsense: A werebats blindsense uses sound if you are unconscious, dead, or have no other
and is negated by a silence spell. A weresharks enemies in sight.
blindsense is based on scent and vibration, and it Rake: You may select this ability only if you
works only underwater. have claw aacks from the Wereform Weapons
Blindsight: Your blindsight uses sound and is feat. When grappling and aacking with a natural
negated by a silence spell. When you are out of weapon, you may use your feet to make up to
water, your blindsight become blindsense 20 feet. two claw aacks against your grappled opponent
Constrict: You deal +1d6 points of damage in addition to your other aacks for the round.
whenever you damage a creature with a grapple Your feet must be uncovered to use this ability,
check. so you cannot be wearing shoes or boots. These
Evasion: If you make a successful Reex save foot claws use the aack bonus of your main claw
against an aack that deals half damage, you aack and are not subject to the normal 4 penalty
take no damage if you make your save. This for using a natural weapon during a grapple. You
ability does not improve if you have evasion from can rake only if you start your turn grappling (or
another source. For example, you do not gain have pounce); you cannot start a grapple and rake
improved evasion if you take enough levels in the on the same turn.
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 Benet: You can speak normally in hybrid and
times your speed (ve times in hybrid form) while animal form if you could not before. Thus, you can
making a charge. cast spells with verbal components and use items
Stampede: If you successfully overrun an that require a humanoid voice.
opponent who resists your overrun aempt, you
automatically deal 1d6 points of damage plus your Wereform Weapons [Fighter, General]
Strength bonus to that opponent. You gain additional natural aacks appropriate to
Superior Low-Light Vision: Your low-light vision your lycanthrope animal.
in wereform increases from two times normal to Prerequisites: Lycanthrope (fey or simple),
ve times normal. lycanthrope animal with more than one natural
Trip: To use this ability, you must hit with the aack.
aack form indicated. You may immediately make Benet: You gain one or two additional natural
a trip aempt as a free action without provoking aacks appropriate to your lycanthrope animal (see
an aack of opportunity. If the aempt fails, the the Wereform Weapons table).
opponent cannot react to trip you in return. You can use the natural aacks gained from
Special: If the above table lists more than one this feat in the same manner as your lycanthrope
special ability for your lycanthrope animal, you animal does in terms of which are primary and
may select this feat multiple times. Its eects do which are secondary. For example, a weretiger
not stack. Each time you select this feat, you gain simple lycanthrope with this feat has two claw
a dierent special ability appropriate to your aacks and a bite aack, used in that order. The
lycanthrope animal. damage for this aack or aacks depends on your
size in wereform, as given in the following table.
Wereform Speech [General] Damage For Additional Attacks
You perfect the ability to speak in your hybrid and Size One Two
animal forms. Fine
Prerequisite: Lycanthrope. Diminutive 1
Tiny 1d2
WEREFORM Weapons Small 1d3 1
Animal Number and Type of Attacks Medium 1d4 1d2
Ape 2 claws Large 1d6 1d3
Badger 2 claws Huge 1d8 1d4
Bear 2 claws Gargantuan 2d6 1d6
Cat 2 claws Colossal 3d6 1d8
Cheetah 2 claws For example, a human weretiger simple lycanthrope
Crocodile 1 tail slap normally has a bite aack for 1d4 points of damage.
Eagle 2 talons* With this feat, he gains two additional claw aacks
Elephant 2 stamps for 1d2 points of damage each.
Horse 1 hoof or 1 hoof and 1 bite** Special: A crocodile normally cant use its
Leopard 2 claws bite and tail slap aack in the same round, but a
Lion 2 claws werecrocodile with this feat can.
Mule 1 hoof If your lycanthrope animal is a horse, you gain
Octopus 1 arm either one hoof aack or a hoof aack and a bite
Owl 2 claws aack the rst time you select this feat. If you chose
Pony 2 hooves a hoof aack, you may select this feat a second time
Raven 2 claws to gain the second hoof aack.
Squid 1 tentacle
Tiger 2 claws Wolfskinner [General]
Wolverine 2 claws You have learned an ancient and secret way to take
wolf form.
*Why these are called talons in the MM rather than claws, I Prerequisites: Intelligence or Wisdom 10 (see
have no idea.
**Choose one option at the time you select the feat. This below).
choice cannot be altered once selected, though you can Benet: By wearing a wolf skin, drinking a
select the feat again if you want the third attack. special beer, and reciting a magical formula, you

36
Chapter Three : CURSE OF THE MOON FEATS

can take the form of a wolf as if you were a 5th- may become wolfskinners. The scent of the special
level druid using wild shape. This transformation beer lingers on a wolfskinner for several days
does not aect your equipment, so most aer consumption, and another wolfskinner (or
wolfskinners strip naked before transforming so as any creature with the scent ability that is familiar
to avoid damaging their clothing and gear. with the beers smell) can identify that odor on the
You can use this ability only at night. You revert wolfskinner regardless of his form. Wolfskinners
to your normal form automatically at sunrise, dont oen aack each other because of this
whether or not you can see that event. You may sense of brotherhood, though rivalries do exist,
end the transformation early by making a DC particularly between enemy tribes.
15 Fortitude saving throw. While in wolf form, Special: The Intelligence or Wisdom prerequisite
you gain the shapechanger subtype. You are not for this feat is to learn the proper magical words.
a lycanthrope, so your transformations are not You do not need to know how to brew the special
subject to the phase of the moon, and you cannot beer; you can acquire it from another. Without the
transmit lycanthropy. Reciting the formula and beer, however, you cannot use the feat.
drinking the beer allows you to take wolf form To brew the beer, you need 1 rank in Cra
only once in a given nightyou cannot change (brewing) and 1 rank in Knowledge (arcana),
back to wolf form again without drinking the beer Knowledge (nature), or Spellcra. Brewing one
and reciting the formula again. This transformation dose takes 8 hours and 1 gp worth of various herbs.
is a spell-like ability (treat as a 4th-level spell for In some lands, a wolfskinner brews a salve rather
the purpose of Concentration checks and such). than a beer, and only a wolfskin belt is needed
Note: Wolfskinners consider themselves rather than an entire skin. Regardless of the specic
members of a special brotherhood. Sometimes they requirements, however, the eects are the same.
team up, or multiple warriors in the same tribe

37
Chapter Four : Moon Deities

Chapter 4 : Moon Deities


Most real-world pantheons include at least one goddess of the hunt, the wilderness, wild animals,
lunar deity, which is not surprising because the healing, chastity, and (in an older fertility aspect
moon is one of the two giant objects moving possibly inherited from a mother-goddess whom
around in the sky. The portfolios of most such she supplanted) childbirth.
deities cover animals, cycles of time, and A more complex goddess than she rst appears,
femininity. This chapter examines several real- Artemis has dual aspects to her nature. For
world lunar deities, expanding and modifying example, though she is a protector of women in
them as needed to make them suitable deities for labor, her arrows sometimes bring death to women
fantasy-game adventurers. A couple of purely in childbirth. Likewise, she is a healing deity like
ctional ones are presented here as well. her brother, but she is also responsible for the
spread of leprosy, rabies, and gout among mortals.
Deity Descriptions Generally portrayed as a beautiful young
Each of the deity descriptions below includes woman with a crescent moon above her head,
the deitys symbol, alignment, portfolio (areas of Artemis is usually armed with a bow and arrows.
power), domains, and favored weapon, as well as a She is typically accompanied by several nymphs,
short description. who are also required to remain virgins. She is very
protective of her own honor, and has even been
Artemis (Greek) known to transform men who watched her bathe
Symbol: Crescent moon into prey animals and let her hounds tear them to
Alignment: CN pieces. The stag is sacred to Artemis, as are oak
Portfolio: Archery, hunting, the moon, chastity, groves.
healing Men cannot be priests in the Church of Artemis,
Domains: Animal, Chaos, Healing, Moon but women can join her clergy at puberty. They
Favored Weapon: Shortbow are required to remain virgins while in her service,
though if a priestess wishes to marry she can
Artemis, the virginal Greek goddess of the hunt, leave the priesthood to do so. Departure from the
is the twin sister of the sun god Apollo and the goddesss service requires a ritual in which the
daughter of Zeus, lord of the Olympians. She is a 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.

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
Hekate is usually depicted as a normal woman lycanthropes are corruptions of her gis to mortals.
with two ghostly dogs, though she is sometimes Thus, her worshipers hunt down evil lycanthropes
shown as a crone, or as a human woman with whenever they hear of any and either cure or slay
either three human heads or a dog head, a those they catch.
horse head, and a snake head. Her torch symbol Luna is always depicted as a woman with
represents illuminating the unconscious, and her white eyes, dark hair, and a crescent symbol on
cross represents crossroads. The dog is Hekates her forehead, although other details vary. Dogs,
sacred animal. wolves, and owls are her sacred animals.
Hekates church operates much like a witches Lunas church holds a small ceremony on the
coven. In places where her worship is unpopular, rst day of each new, full, and quarter moon.
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 of Ur. His worship predates the building of cities,
the moon appears again, while solar eclipses are extending back to the time when his people were
sacred events to be celebrated publicly, when all still nomads.
people can enjoy the night during the day. Women Nanna is a kind and generous god who brings
hold most positions of power within Lunas church, gis to other deities and to the founding-place
and a disproportionate number of her clerics of his city. He makes elds and animals fertile,
are women, but men are neither shunned nor protects herdsmen, and travels across the sky in a
marginalized in her clergy. canoelike boat. On the nights of the new moon, he
This goddess rst appeared in the web enhancement rests in the Underworld, and while he is there he
for Skreyns Register: The Bonds of MagicCabal, decrees the fate of the dead.
published by Malhavoc Press. Luna is also the Roman Though he is usually depicted as an old man
name of the minor Greek moon goddess Selene, but with a owing beard, Nanna represents the vitality
the ctional Luna presented here is not based on the of life and renewal of energy, so he is actually
Roman one. both young and old simultaneously. His favored
animal is the bull (and sometimes the lion-dragon
Nanna (Sumerian) known as the dragonne), and he is represented by
Lord of Wisdom, Lord of the Calendar the number 30 (the number of days between each
Symbol: Crescent moon moon-sun conjugation in the heavens).
Alignment: NG Nannas church is old but vigorous, and his
Portfolio: The moon, fertility, vegetation, herd church is centered on a single great ziggurat in
animals, astrology, time each city where he is worshiped. His priesthood
Domains: Animal, Good, Moon, Plant, Protection is open to both men and women, though some
Favored Weapon: Quartersta cities allow only female high priests (who are
symbolically married to the god). Though most
Nanna (also known as Sin or Suen to the of their organization is focused on preserving the
Babylonians and Assyrians, and sometimes called health of crops, domesticated animals, and the
Nanna-Suen) is a prominent deity of the Sumerian people who tend them, some of his followers also
peopleso important that he is sometimes called seek out and destroy the abominations created by
the king or prince of the gods. Like many deities of the evil gods.
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 creatures to extinction or purely for trophies,
magical writings, and they enjoy discovering and though keeping trophies or tokens is acceptable
translating scroll and books. Nonadventuring if the rest of the creature is utilized as well. He
worshipers of Thoth are usually scribes or dislikes lycanthropes that hunt needlessly, and
bureaucrats. Many Egyptian rituals and festivals sometimes his followers hunt them in turn, but he
occur according to the moons cycle, so Thoth and accepts those who use their skills to hunt within
his faithful schedule such events and sometimes the tenets of his church.
even ociate at the rituals of other Egyptian deities. Tragus speaks lile and rarely interacts with
other deities, though he is sometimes described
Tragus (Fictional) as the consort of various moon goddesses. He is
Lord of the Wild Hunt typically shown as a tall, lean man clad in hunting
Symbol: A hound silhouee on a white circle leathers, with his face in the shadow of moonlight.
Alignment: N Bloodhounds are his sacred animals, though the
Portfolio: Hunting, the moon, hounds oldest pictures show him with wolves.
Domains: Animal, Moon, Protection The Church of Tragus is simple, organized in
Favored Weapon: Longsword loose cells similar to a series of druid circles, and
indeed his faith includes many druids and rangers.
Tragus is a mysterious deity who is associated with His worshipers hold a hunt on the rst night of
several pantheons but has no strong ties to any of the full moon, choosing a dangerous beast when
them. Some sages suggest that he is a very ancient times are good or a large food animal when times
god who has survived the destruction of his are lean. Hearkening back to the days of hunter-
original worshipers culture by ingratiating himself gatherer societies, most of his priests are males, but
into other pantheons. women who are physically capable of hunting are
As his title implies, Tragus is primarily not excluded from the faith. Common folk pray to
interested in hunting. He prefers moonlight hunts him for success in their hunts and for protection
to daytime ones, but he hates those who hunt from wild animals.

41
Chapter 5 : Magic Items
Both those ruled by the moon and those who hunt Arcane Spell Scrolls
them have created special magic items to aid them 1st-level Arcane Spells Market Price
in their quests. Moonglow 25 gp
Moonshadow 25 gp
Item Descriptions 2nd-level Arcane Spells Market Price
The following items are organized into categories Lesser moon healing 150 gp
like those in the PH. Lesser scent 150 gp
Scent marker 150 gp
Weapons Scentblock 150 gp
The following weapon property has additional Simple animal shape 150 gp
options.
3rd-level Arcane Spells Market Price
Bane: Lycanthrope and shapechanger are
Moon healing 375 gp
suitable creature types for this weapon property.
Greater moonshadow 425 gp
Specific Magic Weapons 5th-level Arcane Spells Market Price
The following weapon property has additional Curse of lycanthropy 1,125 gp
options.
Arrow of Slaying: Lycanthrope and
shapechanger are suitable creature types for this Divine Spell Scrolls
weapon, as well as for greater slaying arrows. 1st-level Divine Spells Market Price
Lesser moon healing 25 gp
Potions and Oils Moonglow 25 gp
For your convenience, the potions and oils that can Moonshadow 25 gp
be made from the spells presented in this book are Scent marker 25 gp
listed below. Scentblock 25 gp
Potion or Oil Market Price Simple animal shape 25 gp
Lesser moon healing 50 gp Skin of the rat 25 gp
Moonglow 50 gp 2nd-level Divine Spells Market Price
Moonshadow 50 gp Lesser scent 150 gp
Scent marker (oil) 50 gp Moon healing 150 gp
Scentblock 50 gp Moonlight to sunlight 150 gp
Simple animal shape 50 gp Skin of the boar 150 gp
Skin of the rat 50 gp Skin of the wolf 150 gp
Lesser scent 300 gp 3rd-level Divine Spells Market Price
Moon healing 300 gp Moonstride 375 gp
Moonlight to sunlight 300 gp Skin of the bat 375 gp
Skin of the boar 300 gp Lunar sanctuary 425 gp
Skin of the wolf 300 gp 4th-level Divine Spells Market Price
Greater moon healing 750 gp Skin of the bear 700 gp
Moonstride 750 gp Skin of the tiger 700 gp
Greater moonshadow 800 gp Greater moonshadow 750 gp
Lunar sanctuary (oil) 800 gp
5th-level Divine Spells Market Price
Scrolls Curse of lycanthropy 1,125 gp
For your convenience, the scrolls that can be made 9th-level Divine Spells Market Price
from the spells presented in this book are listed Lycanthrope shapes 3,825 gp
below.

42
Chapter Five : MAGIC ITEMS

Wondrous Items jaws at the time. While biting, the wearer cant
The following items were created by lycanthropes speak, cast spells with verbal components, activate
to enhance their abilities and those of command word items, or do anything else that
their allies. requires using his mouth.
Bearskin Cloak: This heavy, Faint Conjuration; CL 5th; Cra Wondrous
furred cloak is made of bearskin. Item, summon monster III; Price 5,000 gp;
Once per day when the sun Weight 1 lb.
is down, the wearer may Snake Salve: This thick paste is made
speak a command word from strange dried herbs, powdered
to become a Large brown adamantine, and other rare
bear, as if she were an ingredients. If rubbed on the head
8th-level druid using wild of a snake, it acts as a magic fang
shape. She may remain in spell when the command word
bear form for up to 8 minutes is spoken. Once activated, the
and can return to her natural eect lasts for 1 minute.
form as a standard action. Some The item creation process
variants of this item exist in belt makes ve doses of this
form but have the same eect. salve.
Faint transmutation; CL 8th; Faint Transmutation;
Cra Wondrous Item, skin of the CL 1st; Cra Wondrous
bear; Price 11,000 gp. Item, magic fang; Price 75 gp;
Crocodile Mask: This metal Weight .
mask is shaped like a crocodiles Snake Salve, Greater: Similar to snake
head and decorated with green salve, this paste activates a greater magic
ornamental stones. Its bearer fang spell upon the target snake, and its
may activate it once per day by eect lasts for 1 hour aer activation. The
speaking a command word, which item creation process creates ve doses of
causes it to move and function as this salve.
though it were an extension of the Faint Transmutation; CL 5th;
wearers body. Prerequisites: Cra Wondrous Item,
When the mask is active, greater magic fang; Price 1,000 gp;
the wearer may bite once per Weight .
round as if he had a bite aack Wolfskin Belt: This simple belt is
as a natural weapon, dealing made of wolfskin with the fur still on
1d8 points of damage plus his it. Once per day when the sun is down,
Strength bonus. The wearer may the wearer may speak a command word
use the improved grab special to become a Medium wolf, as if she were a
ability in conjunction with his bite 5th-level druid using wild shape. The wearer may
aack against opponents of his own remain in wolf form for up to 5 minutes and can
size category or smaller, and he return to her natural form as a standard action.
deals bite damage on subsequent rounds with a Some variants of this item exist in cloak form but
successful grapple check. have the same eect.
The mask remains active for 5 rounds, then Faint transmutation; CL 5th; Cra Wondrous
becomes inert, releasing any creature held in its Item, skin of the wolf; Price 3,600 gp; Weight .

43
Chapter Six : MOON-BASED SPELLS

Chapter 6 : Moon-Based Spells


The spells detailed in this chapter relate to Moonshadow: Reduces moonlight eects to new
lycanthropy and moonlight. The Moon domain is moon level.
also introduced here.
2nd-Level Cleric Spells
Bard Spells Moon Healing: Restores 3d8+1/level (max +15)
moon hit points.
2nd-Level Bard Spells Moonlight to Sunlight: Amplies moonlight
Lesser Moon Healing: Restores 2d8+1/level (max according to moon phase.
+10) moon hit points.
3rd-Level Cleric Spells
3rd-Level Bard Spells Greater Moon Healing: Restores 4d8+1/level (max
Moon Healing: Restores 3d8+1/level (max +15) +20) moon hit points.
moon hit points. Moonstride: As air walk, but subject can walk only
on moonlight.
4th-Level Bard Spells
Greater Moon Healing: Restores 4d8+1/level (max Druid Spells
+20) moon hit points.
1st-Level Druid Spells
Cleric Spells Lesser Moon Healing: Restores 2d8+1/level (max
+10) moon hit points.
Moon Domain Moonglow: Your face or hand glows with moonlight.
Deities: This domain is appropriate for any Moonshadow: Reduces moonlight eects to new
deities whose portfolios include the moon or moon level.
lycanthropy. Scent Marker: Marks subject with scent of your
Granted Power: You may use your turn or rebuke choice.
ability to turn or rebuke lycanthropes as well as Scentblock: Removes subjects scent.
any other creatures you would normally aect. Simple Animal Shape: You take the form of an
animal of your choice.
Moon Domain Spells Skin of the Rat: You can become a Small dire rat as
1 Moonglow: Your face or hand glows with if using wild shape.
moonlight.
2 Skin of the Wolf: You can become a Medium 2nd-Level Druid Spells
wolf as if using wild shape. Lesser Scent: Grants the lesser scent ability.
3 Lunar Sanctuary: Lunar energy suuses an area, Moon Healing: Restores 3d8+1/level (max +15)
making lycanthropes stronger. moon hit points.
4 Confusion: Subjects behave oddly for 1 round/ Moonlight to Sunlight: Amplies moonlight
level. according to moon phase.
5 Curse of Lycanthropy: Target becomes a cursed Skin of the Boar: You can become a Medium boar
lycanthrope. as if using wild shape.
6 Shadow Walk: You can step into shadow to Skin of the Wolf: You can become a Medium wolf
travel rapidly. as if using wild shape.
7 Insanity: Subject suers continuous confusion.
8 Animal Shapes: One ally/level polymorphs into 3rd-Level Druid Spells
a chosen animal. Greater Moon Healing: Restores 4d8+1/level (max
9 Lycanthrope Shapes: As animal shapes, +20) moon hit points.
but allows multiple transformations and Greater Moonshadow: As moonshadow, but 1
lycanthrope abilities. day/level.
Lunar Sanctuary: Lunar energy suuses an area,
1st-Level Cleric Spells making lycanthropes stronger.
Lesser Moon Healing: Restores 2d8+1/level (max Moonstride: As air walk, but subject can walk only
+10) moon hit points. on moonlight.

44
Chapter Six : MOON-BASED SPELLS

Skin of the Bat: You can become a Large dire bat 3rd-Level Ranger Spells
as if using wild shape. Greater Moon Healing: Restores 4d8+1/level (max
+20) moon hit points.
4th-Level Druid Spells Greater Moonshadow: As moonshadow, but 1
Skin of the Bear: You can become a Large brown day/level.
bear as if using wild shape. Lunar Sanctuary: Lunar energy suuses an area,
Skin of the Tiger: You can become a Large tiger as making lycanthropes stronger.
if using wild shape. Skin of the Bat: You can become a Large dire bat
as if using wild shape.
5th-Level Druid Spells Skin of the Boar: You can become a Medium boar
Curse of Lycanthropy: Target becomes a cursed as if using wild shape.
lycanthrope. Skin of the Wolf: You can become a Medium wolf
as if using wild shape.
9th-Level Druid Spells
Lycanthrope Shapes: As animal shapes, but allows 4th-Level Ranger Spells
multiple transformations and lycanthrope Skin of the Bear: You can become a Large brown
abilities. bear as if using wild shape.
Skin of the Tiger: You can become a Large tiger as
Paladin Spells 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
Moonglow: Your face or hand glows with
3rd-Level Paladin Spells moonlight.
Moon Healing: Restores 3d8+1/level (max +15) Moonshadow: Reduces moonlight eects to new
moon hit points. moon level.

4th-Level Paladin Spells 2nd-Level Sorcerer/Wizard Spells


Greater Moon Healing: Restores 4d8+1/level (max Lesser Scent: Grants the lesser scent ability.
+20) moon hit points. Scent Marker: Marks subject with scent of your
choice.
Ranger Spells Scentblock: Removes subjects scent.
Simple Animal Shape: Turns subject into an
1st-Level Ranger Spells animal of your choice.
Lesser Moon Healing: Restores 2d8+1/level (max
+10) moon hit points. 4th-Level Sorcerer/Wizard Spells
Moonglow: Your face or hand glows with Greater Moonshadow: As moonshadow, but 1
moonlight. day/level.
Moonshadow: Reduces moonlight eects to new Moonstride: As air walk, but subject can walk only
moon level. on moonlight.
Scent Marker: Marks subject with scent of your
choice. 5th-Level Sorcerer/Wizard Spells
Scentblock: Removes subjects scent. Curse of Lycanthropy: Target becomes a cursed
lycanthrope.
2nd-Level Ranger Spells
Lesser Scent: Grants the lesser scent ability. Spell Descriptions
Moon Healing: Restores 3d8+1/level (max +15) This chapter introduces the moonlight spell
moon hit points. descriptor, which applies to spells that duplicate or
Simple Animal Shape: Turns subject into an emulate the eects of moonlight as well as others
animal of your choice. that negate such eects. The curse descriptor
Skin of the Rat: You can become a Small dire rat as created by Monte Cook (thanks, Monte!) is also
if using wild shape. 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
Transmutation [Curse] moon, causing it to glow faintly. Treat the illumination
Level: Druid 5, Moon 5, Sorcerer/Wizard 5 as shadowy if the area is not already brighter.
Components: V, S, M, DF Each Charisma check made to turn or rebuke
Casting Time: 1 standard action lycanthropes within this area takes a 3 sacred
Range: Touch penalty. Any lycanthrope or worshiper of a lunar
Target: Creature touched deity gains a +2 morale bonus on aack rolls, damage
Duration: Instantaneous rolls, and saving throws within this area. If the area
Saving Throw: Fortitude negates contains an altar, shrine, or other permanent xture
Spell Resistance: Yes dedicated to your deity or a lunar power, these
modiers are doubled (6 penalty to turn or rebuke,
The target gains the cursed lycanthrope template +4 morale bonus on aacks, damage, and saves).
(see Chapter 2: Templates) and automatically takes If the area contains an altar, shrine, or other
beastform at the next full moon. You must choose the permanent xture of a darkness deity or higher
targets lycanthrope animal (bat, wolf, or the like) at power of darkness, this spell instead curses the
the time of casting. The subject remains unaware of area, cuing o its connection with the associated
its condition until circumstances make it clear. deity or power. If this secondary function applies,
Arcane Material Component: A few drops of the spell grants no bonuses or penalties relating to
lycanthrope blood or a pinch of lycanthrope lycanthropy or lunar deities, as given above.
hair, which must be taken from a lycanthrope in Material Component: A vial of holy or unholy
beastform. The lycanthrope providing the hair water and 25 gp worth of powdered moonstone,
need not match the lycanthrope animal you wish to both of which must be sprinkled around the area.
assign to the subject.
Note: If you use the Lycanthropy As Disease Lycanthrope Shapes
variant from Chapter 1: Lycanthropes, this spell Transmutation
also has the disease descriptor. Level: Druid 9, Moon 9

Lesser Scent This spell functions like animal shapes except as


Transmutation noted. You may choose a dierent animal shape for
Level: Druid 2, Ranger 2, Sorcerer/Wizard 2 each target. In eect, the chosen animal becomes
Components: V, S, M, DF the targets lycanthrope animal for the duration
Casting Time: 1 standard action of the spell. As a standard action, the target may
Range: Touch assume animal form, its natural form, or a hybrid

46
Chapter Six : MOON-BASED SPELLS

of the two. The hybrid form has all the abilities of This spell restores 2d8 moon hit points plus 1 point
the animal form, except that if the natural form per caster level (maximum +10) to a lycanthrope. If
has hands and humanlike speech, the hybrid form used on a lycanthrope that does not normally have
does too. The phase of the moon does not aect the moon hit points, the spell functions like cure light
targets ability to assume the spell-assigned shapes, wounds. The spell has no eect on nonlycanthropes,
though it still aects a lycanthrope targets own and unlike a cure spell, it has no special eect on
shapechanging abilities normally. Each target also undead. When you cast moon healing, your hand
gains 10 moon hit points. These moon hit points glows faintly with a light resembling moonlight.
disappear when the spell ends, whether or not the
target normally has moon hit points. Moonglow
Unlike the subject of a polymorph spell, the target Evocation [Light, Moonlight]
also gains the extraordinary special qualities of its Level: Druid 1, Moon 1, Ranger 1, Sorcerer/Wizard 1
new form. For example, a subject that becomes a Components: V, S
wolf gains low-light vision and scent. The subject Casting Time: 1 standard action
also gains the lycanthrope and shapechanger Range: Personal
subtypes. If the target is already a lycanthrope and Duration: 10 minutes/level (D)
you choose a dierent lycanthrope animal than
its normal one, it may take either animals form You may cause your hand or face to glow with a
or hybrid form as if it had the Extra Lycanthrope pale white light that resembles moonlight. You
Animal feat. may manifest or hide this light at will as a free
When you cast this spell, only the initial action, changing its location each time if you
transformation at the time of casting allows the desire. Any lycanthrope within the spells radius
target to regain lost hit points as described in the of bright light (20 feet) treats that area as if the
polymorph spell; later form changes do not. Unlike moon were one phase closer to full. Thus, resisting
the subject of animal shapes, a target can take its involuntary transformations to beastform in the
natural form without ending the spell for itself. area becomes more dicult, but abilities requiring
strong moonlight become easier.
Moon Healing
Conjuration (Healing) [Moonlight] Moonlight to Sunlight
Level: Bard 3, Cleric 2, Druid 2, Paladin 3, Ranger 2 Transmutation [Light, Moonlight]
Saving Throw: Will negates (harmless) Level: Cleric 2, Druid 2
Components: V, S, M, DF
This spell functions like lesser moon healing, except Casting Time: 1 standard action
that it restores 3d8 moon hit points plus 1 point Range: Close (25 . + 5 ./2 levels)
per caster level (maximum +15) to a lycanthrope. Area: 20-.-radius emanation (see text)
If used on a lycanthrope that does not normally Duration: 1 round/level
have moon hit points, the spell functions like cure Saving Throw: None
moderate wounds. Spell Resistance: No

Moon Healing , Greater You amplify the moonlight in the area, making a
Conjuration (Healing) [Moonlight] full moons light as strong as sunlight. The area
Level: Bard 4, Cleric 3, Druid 3, Paladin 4, Ranger 3 is lit as brightly the phase of the moon allows, as
Saving Throw: Will negates (harmless) given on the following table.
Phase Effect
This spell functions like lesser moon healing, except Full Full sunlight
that it restores 4d8 moon hit points plus 1 point per Three-quarters Half sunlight
caster level (maximum +20) to a lycanthrope. If used Half Weak sunlight
on a lycanthrope that does not normally have moon One-quarter Daylight spell
hit points, the spell functions like cure serious wounds. New Moonglow spell

Moon Healing , Lesser The specic eects are described below.


Conjuration (Healing) [Moonlight] Full Sunlight: The light in the area is the
Level: Bard 2, Cleric 1, Druid 1, Paladin 2, Ranger 1 equivalent of full sunlight and has the normal
Saving Throw: Will negates (harmless) eects on sunlight-vulnerable creatures such as

47
Chapter Six : MOON-BASED SPELLS

vampires and wraiths. spell ends. Because of the lack of moonlight, aempts
Half Sunlight: A vampire in this level of sunlight to take beastform voluntarily become more dicult
moves at half speed and takes a 4 penalty on (using the Control Shape skill or the Will save
aack rolls. It is destroyed uerly by 2 full rounds mechanic introduced in Chapter 1: Lycanthropes,
of light at this intensity. A wraith in this light takes page 14), and voluntary transformations to the
a 4 penalty on all rolls, and its Constitution drain targets natural form become easier.
DC also decreases by 4. When this spell ends, the normal moonlight
Weak Sunlight: A vampire in this light moves conditions apply once again. Lycanthropes facing
at normal speed and takes a 2 penalty on aack involuntary transformations must aempt saving
rolls. It is destroyed uerly by 4 full rounds of light throws normally to resist the change at this time.
at this intensity. A wraith in this light takes a 2 Some good churches use this spell to incapacitate
penalty on all rolls, and its Constitution drain DC aicted lycanthropes, causing them to revert them
also decreases by 2. to more harmless forms for easier curing.
Daylight Spell: The area is lit with the equivalent Arcane Material Component: A white stone
of a daylight spell, though only in a 20-foot-radius painted black, coated in tar, or otherwise
emanation. This light counts only as a 2nd-level completely obscured by a black, opaque substance.
spell for the purpose of dispelling and countering
darkness spells. Moonshadow, Greater
Moonglow Spell: The area shines as if under the Transmutation
eect of a moonglow spell. Level: Druid 3, Ranger 3, Sorcerer/Wizard 4
While the primary area of the spell is a 20-foot- Duration: 1 day/level
radius emanation, the light from the spell spills out
to a 40-foot radius, brightening this larger area at This spell functions like moonshadow, except as
least to the level of shadowy illumination, if it is noted above.
not already that bright. Arcane Material Component: A crushed
This spell works as described only in areas where moonstone worth at least 50 gp, mixed with black
the moons light is shining. Underground, indoors, earth or tar.
and in other areas where the natural moonlight is
blocked (including areas magically lit by moonlight), Moonstride
the spell always functions as if the moon were new. Transmutation
Level: Cleric 3, Druid 3, Ranger 3
Moonshadow Duration: 1 minute/level
Transmutation
Level: Cleric 1, Druid 1, Ranger 1, Sorcerer/Wizard 1 This spell functions like air walk, except as noted.
Components: V, S, M, DF The target creature can walk only on moonlight,
Casting Time: 1 standard action which must emanate from a moon that is at least
Range: Close (25 . + 5 ./2 levels) half full (whether waxing or waning). Magical
Target: One creature darkness, signicant cloud cover, or objects that
Duration: 1 minute/level obscure the ambient moonlight (including ceilings
Saving Throw: Will negates and the cover of earth) prevent the subject from
Spell Resistance: Yes using this spell in that area. Spells that create
moonlight equivalent to that of a half moon provide
You surround the target with a dull gray aura that sucient light for the purpose of this spell. Thus,
completely blocks the eects of natural moonlight, a spell might create a beam of moonlight to tread
as well as spells or eects of spell level 1st or lower upon, perhaps allowing the subject to ascend to a
with the moonlight descriptor. All eects and cliop, castle parapet, or other dicult-to-reach
abilities of the target that rely on moonlight are location. You can use a spell that causes you to
treated as if the moon were new, whether or not the radiate moonlight (such as moonglow) in conjunction
target is actually exposed to moonlight at the time. with this spell, but can only move at half speed.
If the target is a lycanthrope who has undergone
an involuntary lycanthropic change, it may aempt Scent Marker
to return to its natural form. If the target has moon Transmutation
hit points, they are suppressed while the spell is in Level: Druid 1, Ranger 1, Sorcerer/Wizard 2
eect but return to their previous level when the Components: V, S, M, DF (see text)

48
Chapter Six : MOON-BASED SPELLS

Casting Time: 1 standard action Scentblock


Range: Touch Transmutation
Target: Creature or object touched Level: Druid 1, Ranger 1, Sorcerer/Wizard 2
Duration: Instantaneous (see text) Components: V, S
Saving Throw: Will negates Casting Time: 1 standard action
Spell Resistance: Yes Range: Touch
Target: Creature touched
You mark the target with an odor recognizable Duration: 10 minutes/level
by creatures with the scent or lesser scent ability. Saving Throw: Will negates (harmless)
Creatures without these abilities may notice the Spell Resistance: Yes (harmless)
odor but do not understand what it represents.
Blood: The target smells strongly of blood, as The target creature ceases to give o any scent at
though it has recently sustained a severe injury. all. Creatures with the scent ability cannot use it
Most animal-intelligence predators are intrigued by to detect the subject of the spell, although they
the smell of blood, but most prey animals avoid it. can still use sight, hearing, and other methods.
Poison/Sickness: The target smells unhealthy, as if Targets with abilities based on strong smells (such
it had an advanced infection or had been poisoned as troglodytes) cannot use those abilities while this
recently. This marker can also duplicate the spell is in eect. The spell does not block strong-
lingering scent of skunk musk or other substances smelling substances (garlic, skunk musk, and the
that creatures with animal intelligence normally like) applied to the target aer casting.
avoid. (Although predators normally seek out
weak, old, or sick animals, this scent implies severe Simple Animal Shape
illness and is thus avoided even by such creatures.) Transmutation
Predator: The target smells like a dangerous Level: Druid 1, Ranger 2, Sorcerer/Wizard 2
predator. Prey animals avoid this scent, while Components: V, S, DF
belligerent predators may try to challenge the Casting Time: 1 standard action
scent-bearer for supremacy. This scent is oen used Range: Personal
to mark territory. Target: You
Prey: The target smells like a prey animal. Duration: 1 minute/level (D)
Predators generally seek out creatures with this
scent, and prey animals are likely to accept a target You assume the form of an animal of your choice.
bearing this scent rather than eeing outright. This change is primarily a cosmetic transformation.
Substance or Creature: The target smells like a Your size does not change, and you do not gain the
particular vegetable or animal substance, such as new forms special aacks, special qualities, ability
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.

49
Chapter Six : MOON-BASED SPELLS

scores, bonus feats, physical qualities, or any other Focus: The skin of a bat or batlike creature. This
abilities except as follows. skin becomes a part of your body for the duration
Movement: You gain the new forms mundane of the spell and returns to normal when it ends.
movement capabilities, including a y speed of up to
60 feet, and nonying special movement modes such Skin of the Bear
as burrowing or climbing at a speed of up to 30 feet. Transmutation
Natural Aack: You gain a bite aack that deals Level: Druid 4, Ranger 4
base damage according to the following table. If
the chosen animal does not normally have a bite This spell functions like skin of the bat, except that
aack, you gain an aack appropriate for it (such you take the shape of a Large brown bear.
as a gore or kick) that deals this same base damage. Focus: The skin of a bear or bearlike creature. This
Size Base Bite Damage skin becomes a part of your body for the duration of
Fine 1 the spell and returns to normal when it ends.
Diminutive 1
Tiny 1d2 Skin of the Boar
Small 1d3 Transmutation
Medium 1d4 Level: Druid 2, Ranger 3
Large 1d6
Huge 1d8 This spell functions like skin of the bat, except that
Gargantuan 2d6 you take the shape of a Medium boar.
Colossal 3d6
Focus: The skin of a boar or boarlike creature.
This skin becomes a part of your body for the
Smell: You smell exactly like the animal you duration of the spell and returns to normal when it
resemble. ends.
You lose your ability to speak while in animal
form because you are limited to the sounds that a Skin of the Rat
normal, untrained version of animal can make. (The Transmutation
normal sound a wild parrot makes is a squawk, so Level: Druid 1, Ranger 2
changing to this form does not permit speech.)
Example: Rehala, a haling druid, casts this This spell functions like skin of the bat, except that
spell and takes the form of a wolf. Her wolf form you take the shape of a Small dire rat.
is Small, and she does not have the wolfs ability Focus: The skin of a rat or ratlike creature. This
score modiers, natural armor bonus, scent ability, skin becomes a part of your body for the duration
trip ability, Track bonus feat, low-light vision, or of the spell and returns to normal when it ends.
skill bonuses. However, she looks exactly like a
wolf, smells exactly like a wolf, moves like a wolf Skin of the Tiger
(land speed 50 feet), and may bite creatures much Transmutation
as a wolf does. Though unable to truly function Level: Druid 4, Ranger 4
like a wolf, she is perfectly disguised as one in
terms of physical appearance and scent. Since she This spell functions like skin of the bat, except that
cannot speak, she cannot cast spells with verbal you take the shape of a Large tiger.
components. Focus: The skin of a tiger or tigerlike creature. This
skin becomes a part of your body for the duration of
Skin of the Bat the spell and returns to normal when it ends.
Transmutation
Level: Druid 3, Ranger 3 Skin of the Wolf
Components: V, S, F Transmutation
Casting Time: 1 standard action Level: Druid 2, Moon 2, Ranger 3
Range: Personal
Target: You This spell functions like skin of the bat, except that
Duration: 10 minutes/level (D) you take the shape of a Medium wolf.
Focus: The skin of a wolf or wolike creature. This
You take the shape of a Large dire bat, as if you skin becomes a part of your body for the duration of
were an 8th-level druid using wild shape. the spell and returns to normal when it ends.

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 lycanthrope animal. For example, a wererat also has
racial classes. A creature is not required to take any Balance, Climb, Move Silently, and Swim as class
levels in its racial class, nor is it required to nish skills, while a werewolfs additional class skills are
all the levels in its racial class before it can take Hide, Move Silently, and Survival. If the lycanthrope
levels in another class. Regardless of their specic animal has a climb or swim speed, Climb or Swim is
lycanthrope animals, all lycanthropes use the same always a class skill for that lycanthrope.
lycanthrope racial classes. For example, werebears Skill Points at 1st Character Level: (2 + Int
and wererats can both use the same racial classes. modier) 4.
Levels in a racial class count as racial hit dice, such Skill Points at Each Additional Level: 2 + Int
as for the Wereform Special Ability (poison) feat. modier.
A lycanthrope can even have levels in one of Weapon and Armor Prociency: If you have
these classes and no other class levels (for example, levels in only the lycanthrope racial class (no actual
an orc werewolf lycanthrope 2). Such a character class levels), you are procient with all simple
gets 4 skill points for its rst class level, even if weapons, but not with armor or shields.
that is a racial class level. A human lycanthrope still Bonus Feat: At each lycanthrope level, you gain
gets its racial bonus feat and 1 bonus skill point per a bonus lycanthrope feat (any feat with lycanthrope
level, even for these racial class levels, and even if it as a prerequisite or part of a prerequisite). You
has levels only in a lycanthrope racial class. must still meet all prerequisites for a bonus feat.
Because these racial classes are based on the
natural progression of the animal type, each has Lycanthrope Spellcaster
d8 Hit Dice, base aack bonus as cleric, good
Fortitude and Reex saves, and 2 skill points per Racial Class
Hit Die, with some slight customization. Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +0 Bonus feat +1/2 level in existing class
Lycanthrope Racial Class 2nd +1 +0 +3 +0 Bonus feat +1/2 level in existing class
Level BAB Fort Ref Will Special 3rd +2 +1 +3 +1 Bonus feat +1/2 level in existing class
1st +0 +2 +2 +0 Bonus feat
2nd +1 +3 +3 +0 Bonus feat Hit Die: d6.
3rd +2 +3 +3 +1 Bonus feat Class Skills: Cra (Int), Listen (Wis), Profession
(Wis), Spellcra (Int), Spot (Wis), and any skills
Hit Die: d8. given for the lycanthrope animal. For example, a
Class Skills: Cra (Int), Listen (Wis), Profession wererat also has Balance, Climb, Move Silently, and
(Wis), Spot (Wis), and any skills given for the Swim as class skills, while a werewolfs additional

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. Half-
level spellcasting increments are described on the
Sean K Reynolds Games website If Lycanthrope
class skills are Hide, Move Silently, and Survival. Spellcaster is your rst class level (in other words, if
If the lycanthrope animal has a climb or swim you have no levels in any spellcasting class), choose
speed, Climb or Swim is always a class skill for that one spellcasting base class; you gain the spellcasting
lycanthrope spellcaster. ability of a 1st-level character of that class

Appendix 2 : Spell Effects on Lycanthropes


The following spells may have special eects on Feeblemind: Lycanthropes can still make
lycanthropes, as given below. voluntary and involuntary changes while under
Banishment: Silver is a substance that opposes a the eect of this spell.
lycanthrope target (assuming that the lycanthrope Geas: This spell and lesser geas do not punish a
is also an outsider and therefore can be aected by lycanthrope that is ordered to refrain from taking
this spell). beastform for changing involuntarily. Such a usage
Calm Emotions: This spell lets a simple of the spell would be like ordering a creature to
lycanthrope in the midst of lycanthropic rage make refrain from breathing.
an aempt to return to its natural form. When the Hallow: When you cast this spell, you may
spell ends, he may change to wereform again if the choose to apply the 4 penalty to aempts to turn
moon is out. or rebuke lycanthropes instead of undead. The
Commune with Nature: You should decide following spells are also options for xing to the
whether a lycanthrope in animal form counts as a hallow location: lesser scent, moonglow (xed to the
natural creature for the purpose of this spell, and area, not the caster, manifesting when a creature
likewise whether one in hybrid form counts as an enters), scent marker.
unnatural creature. Unhallow: When you cast this spell, you may
Detect Animals or Plants: You should decide choose to apply the 4 penalty to aempts to turn
whether a lycanthrope in animal form detects as or rebuke lycanthropes instead of undead. The
a normal animal of its type, and whether one in following spells are also options for xing to the
hybrid form gives a partial result or no result at all. unhallow location: lesser scent, moonglow (xed to the
Discern Location: You should decide whether area, not the caster, manifesting when a creature
spells such as this one, dream, and other remote- enters), scent marker.
identifying eects can locate a lycanthrope in
wereform.

52
OPEN GAME LICENSE Version 1.0a
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53

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