Werecreature Template

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Revision as of 15:45, 9 February 2025 by Andi (talk | contribs) (Created page with "__NOAUTOLINKS__ Lycanthropy is traditionally associated with the moon. Ancerra has five moons, each with its own form of Lycanthropy. In order from the closest to the farthest moon, the moons are: Primor, Sylvin, Scarlan, Garvor, and Diminus. By traveling through other planes, such as the Everwilds, folk have populated the three habitable moons: Primor, Sylvin, and Diminus. Primor is primarily a desert, while Sylvin consists mostly of forests with some surface water a...")
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Lycanthropy is traditionally associated with the moon. Ancerra has five moons, each with its own form of Lycanthropy. In order from the closest to the farthest moon, the moons are: Primor, Sylvin, Scarlan, Garvor, and Diminus.

By traveling through other planes, such as the Everwilds, folk have populated the three habitable moons: Primor, Sylvin, and Diminus.

Primor is primarily a desert, while Sylvin consists mostly of forests with some surface water and ice caps. Diminus’s surface is entirely frozen, but hot spots bubbling up from the moon’s mantle offer pockets of habitable caves. Scarlan has a sulfurous atmosphere, and Garvor - the largest of the five - has no atmosphere, making both uninhabited.

When a creature suffers from Lycanthropy, its lycanthropic characteristics are influenced by the moon that is linked to that strain. Werewolves linked to Garvor are larger than others, while werewolves linked to Diminus have ice-based powers.

Non-Werewolf Werecreatures

Werewolves are by far the most common types of lycanthropes in Shadowcroft. Indeed, the word “lycanthrope” itself means “part-wolf” but refers to all similarly cursed creatures due to the prevailing quantity of werewolves. However, there are many types of “lycanthropes” - werebears, werebats, wereboars, werecats, and even werebirds.

Several example non-canine werecreatures are listed. To change a basic werewolf into another werecreature, you can also use the following table.

Werecreature ML Attributes HP Mod AR Mod Skills, Traits Features
Werebear +2 +1 STR, +1 END +25 HP +2 AR +2 Applied Force, +2 Tracking The werebear has +3 (1d6) damage on all natural weapon attacks.
Werebird +0 -2 STR, +1 DEX, +1 AWR - +4 Perceiving The werebird has a fly speed equal to its walking speed.
  • Divebomb.If the Werebird moves at least 20 ft directly down before making a Claws attack, it gains +1 TA on the attack. If it hits, it may immediately make one more attack with TA against the same target.
Wereboar +1 +1 STR +10 HP +2 Forced March, +2 Menacing
  • Rampage. When the Wereboar is Bloodied, it has Resist Damage 2.
Werecat +1 +1 DEX, -1 END, +1 AWR +10 HP +2 Perceiving, +2 Sneaking
  • Ambusher. The Werecat gets +4 to Initiative rolls. Whenever it hits a creature that has not yet acted in combat, it counts as a crit.
Werecow +0 -1 DEX, +1 END +2 AR +4 Forced March The werecow loses its Bite attack and gains Gore instead.
  • Gore (Recharge 5-6). The Werecow moves up to 1⁄2 its speed, then makes the following attack. Reach 5 ft Natural Weapon: +STR vs REF. Hit: 11 (2d10) + STR sharp and the creature falls Prone.
Wererat -1 -1 STR, +1 DEX, -1 END -10 HP +4 Sneaking Size reduced by 1.
  • Sneak Attack. If the Wererat has any TA against a target creature, it deals +10 (3d6) damage.