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Wereworg (template)
Wereworgs are most common among savage goblinoids, who hold such creatures in awe and respect. They often serve as bodyguards, sentries, hunters, or skirmishers. The wereworg described below is a 2nd-level goblin barbarian.
Goblin Form: Small Shapechanger; HD 4d10+8 plus 2d12+4; hp 52; Init +7; Speed 40 ft.; AC 20 (touch 15, flat-footed 17); Attacks +9 melee (1d8+2, +1 morningstar); SQ darkvision 60’, scent, DR 15/silver; SV Fort +9, Ref +7, Will +4; Str 13, Dex 16, Con 14, Int 8, Wis 12, Cha 6. Skills and Feats: Hide +13, Listen +16, Move Silently +13, Search +3, Spot +12; Alertness, Improved Control Shape, Improved Initiative, Iron Will, Weapon Focus (bite). Rage: +12 hp, -2 AC, +2 to attacks, +3 to damage, +2 to Fort and Will saves, +4 Str, +4 Con. Lasts 7 rounds (goblin form) or 9 rounds (worg or hybrid form). Possessions: +1 morningstar, masterwork studded leather armor, collar of protection +1, potion (bull’s strength, endurance, or cure moderate wounds), 200 gp.
Worg Form: Medium Shapechanger; hp 64; Init +9; Speed 60 ft.; AC 18 (touch 16, flat-footed 13); Attacks +11 melee (1d6+6, bite); SA trip; SQ darkvision 60’, scent, DR 15/silver; SV Fort +11, Ref +9, Will +4; Str 19, Dex 20, Con 18, Int 8, Wis 12, Cha 6. Skills and Feats: Hide +9, Listen +20, Move Silently +13, Search +7, Spot +16; feats as goblin form.
Hybrid Form: Small Shapechanger; hp 64; Init +9; Speed 60 ft.; AC 19 (touch 17, flat-footed 14); Attacks +12 melee (1d8+7, +1 morningstar) and +7 melee (1d6+2, bite); SQ darkvision 60’, scent, DR 15/silver; SV Fort +11, Ref +9, Will +4; Str 19, Dex 20, Con 18, Int 8, Wis 12, Cha 6. Skills and Feats: Hide +13, Listen +20, Move Silently +13, Search +7, Spot +16; feats as goblin form.
Creating a Wereworg "Wereworg" is a lycanthropic template that can be added to any humanoid, though goblinoids are by far the most common. Hit Dice: As character plus 4d10. Speed: As character or 50 ft., depending on form. AC: Natural armor increases by +2 in all forms. Attacks: As character or bite, depending on form. Add the base worg's base attack bonus (+4) to the creature's base attack. Damage: As character or 1d6, depending on form. Special Attacks: As character plus trip (as worg) in worg form. Gains lycanthropic empathy and curse of lycanthropy (see MM). Special Qualities: As character plus scent. Can shift into animal and bipedal hybrid form as standard action. Regains 1 hp/HD upon assuming new form. Gains DR 15/silver. Saves: Add the worg's base saves (Fort +4, Ref +4, Will +1) to those of the character. Abilities: Gains Str +6, Dex +4, Con +4 in worg or hybrid form. Skills: A wereworg gains the following racial skill bonuses: Hide +4, Listen +8*, Move Silently +4, Search +4*, Spot +8*. It also has a +4 racial bonus to Wilderness Lore checks when tracking by scent. (These racial bonuses include the worg's normal racial bonuses.) *Increase by +4 in worg or hybrid form. Feats: Gains Alertness, Improved Initiative, and Iron Will.
Climate/Terrain: Any forest, hills, plains, and mountains. Organization: Solitary, pair, or pack (6-11). Challenge Rating: As character +4. Treasure: Same as character. Alignment: Always neutral evil. Advancement: By character class.
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All material copyright Andy Collins 2001-2007. |