Stakes and Silver: New Rules for Ravenloft Players

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Still Beasts at Heart
More Phenotypes and Proficiencies for
the Kargatane's Lycanthropic PC Rules

n the pioneering Kargatane Netbook The Book of Souls, John W. Mangrum introudced an excellent set of rules for creating lycanthrope PC's ("Beasts at Heart"). The system, loosely based on the Requiem rules, allowed Ravenloft players to experience the visceral thrill of animalistic power, without sacrificing the terrifying sense of degeneration and savagery inherent therein.

Presented here are some additional lycanthrope phenotypes and proficiencies compatible with John's system. A more detailed explanation of the statistics and notation used can be found in the original article. Obviously, no player has an inviolate right to all of the options presented here; the DM has the final word on what is and is not allowable in his or campaign (particularly where a sensitive matter like PC werebeasts is concerned).

It should be noted that not all of the phenotypes presented below are based on Monstrous Compendium entries. For instance, the only existing reference to a weregorilla is Professor Arcanus in Children of the Night: Werebeasts. Although he is a maledictive lycanthrope, and his bite does not create progeny werebeasts, the weregorilla phenotype is included here. Phenotypes of this sort are covered only for the sake of completeness and variety. Fruthermore, some of the weapon vulnerabilities have been altered for the sake of diversity (silver seemed to be a little too prominent). In the end, these rules are simply suggested guidelines for implementing new, intriguing aspects of lycanthropy into a campaign. The player and/or DM should feel free to alter them however they see fit.

Appropriate Proficiencies

What follows are some suggestions for appropriate proficiencies for each lycanthrope phenotype. They are just that: suggestions. The "Beasts at Heart" system does not use proficiency groups like Requiem, and the DM is the final arbiter regarding which proficiencies are available for the player. Obviously, some proficiencies are appropriate for all phenotypes: Communication, Damage Healing, Damage Immunity, Damage Resistance, Progeny Control, Transformation. New phenotypes and proficiencies are described below.

Lowland Loup-Garou: Charge, Fearful Howl, Ferocity, Iron Jaws, Magic Resistance, Night Vision, Regeneration, Savage, Sharpened Senses, Thick Skin.
Mountain Loup-Garou: Charge, Fearful Howl, Ferocity, Iron Jaws, Magic Resistance, Night Vision, Regeneration, Savage, Sharpened Senses, Thick Skin.
Werealligator: Fearful Howl, Ferocity, Iron Jaws, Power of the Blood, Regeneration, Rending, Savage, Thick Skin.
Werebaboon: Climb Walls, Ferocity, Piercing Howl.
Werebadger: Ferocity, Regeneration, Savage, Sharpened Senses, Thick Skin.
Werebat: Animal Summoning, Feral Reflexes, Hide in Shadows, Night Vision, Sharpened Senses.
Werebear: Charge, Climb Walls, Fearful Howl, Ferocity, Piercing Howl, Power of the Blood, Regeneration, Savage, Sharpened Senses, Thick Skin.
Wereboar: Charge, Ferocity, Regeneration, Savage.
Werecheetah: Charge, Climb Walls, Feral Reflexes, Ferocity, Move Silently, Night Vision, Pass Without Trace, Sharpened Senses.
Werecobra: Feral Reflexes, Gaze of Terror, Magic Immunity (Enchantment/Charm), Magic Resistance, Move Silently, Power of the Blood, Sharpened Senses, Venom.
Werecrocodile: Fearful Howl, Ferocity, Iron Jaws, Power of the Blood, Regeneration, Rending, Savage, Thick Skin.
Werefox: Gaze of Terror, Magic Immunity (Enchantment/Charm), Magic Resistance, Power of the Blood, Sharpened Senses.
Weregorilla: Charge, Climb Walls, Fearful Howl, Ferocity, Piercing Howl, Savage.
Werehyena: Fearful Howl, Iron Jaws, Piercing Howl, Savage, Sharpened Senses.
Werejackal: Magic Immunity (Necromancy), Magic Resistance, Savage, Sharpened Senses.
Werejaguar: Charge, Climb Walls, Fearful Howl, Ferocity, Move Silently, Night Vision, Pass Without Trace, Savage, Sharpened Senses.
Wereleopard: Charge, Climb Walls, Fearful Howl, Ferocity, Move Silently, Night Vision, Pass Without Trace, Savage, Sharpened Senses.
Werelion: Charge, Climb Walls, Fearful Howl, Ferocity, Move Silently, Night Vision, Regeneration, Pass Without Trace, Piercing Howl, Savage, Sharpened Senses.
Werepanther: Charge, Climb Walls, Fearful Howl, Ferocity, Move Silently, Night Vision, Pass Without Trace, Savage, Sharpened Senses.
Werepossum: Climb Walls, Hide in Shadows, Magic Immunity (Illusion/Phantasm), Magic Resistance, Move Silently, Night Vision, Pass Without Trace, Regeneration, Sharpened Senses.
Wereraccoon: Climb Walls, Ferocity, Hide in Shadows, Move Silently, Night Vision, Pass Without Trace, Sharpened Senses.
Wererat: Animal Summoning, Climb Walls, Hide in Shadows, Move Silently, Night Vision, Power of the Blood, Sharpened Senses.
Wereray: Charge, Ferocity, Magic Immunity (Enchantment/Charm), Savage, Venom.
Wereraven: Animal Summoning, Magic Resistance, Night Vision.
Wereseal: Charge, Ferocity, Savage, Sharpened Senses.
Wereshark: Charge, Feral Reflexes, Ferocity, Iron Jaws, Magic Immunity (Enchantment/Charm), Rending, Savage, Sharpened Senses.
Werespider: Animal Summoning, Climb Walls, Feral Reflexes, Ferocity, Gaze of Terror, Move Silently, Power of the Blood, Sharpened Senses, Venom.
Wereswine: Charge, Regeneration, Savage.
Weretiger: Charge, Climb Walls, Fearful Howl, Ferocity, Gaze of Terror, Move Silently, Night Vision, Pass Without Trace, Piercing Howl, Savage, Sharpened Senses.
Werewolf: Animal Summmoning, Fearful Howl, Ferocity, Gaze of Terror, Iron Jaws, Night Vision, Pass Without Trace, Savage, Sharpened Senses.

New Lycanthrope Phenotypes

Where two statistics are listed under an attribute, the first refers to the lycanthrope's secondary (beast) aspect and the second refers to the tertiary (hyrbid) aspect. Strength and Dexterity scores are given for lycanthropes with secondary aspects. This is purely for reference purposes—if the DM allows the player to purchase level two Transformation, for example. Each entry includes a reference to the source where the phenotype appears.

Lowland Loup-Garou (Secondary and Tertiary)
(Ravenloft Monstrous Compendium Volume III)
AC: 4 or 6
MV: 15 or 18
#AT: 3 (claw/claw/bite) or 1 (bite)
DAM/ATT: 1d4 / 1d4 / 2d4 or 2d4
Size: M (6'-7' tall) or M (4'-7' long)
DR: 50
STR: 20
DEX: 18
WV: Silver
CV: Wolfsbane
MB: Eyebrows which meet; Index finger as long as middle finger; Hairy palms.
Notes: The lowland loup-garou phenotype is very difficult to distinguish from the standard werewolf phenotype (or the mountain loup-garou).

Mountain Loup-Garou (Secondary and Tertiary)
(Ravenloft Monstrous Compendium Volume III)
AC: 3 or 6
MV: 15 or 18
#AT: 3 (claw/claw/bite) or 1 (bite)
DAM/ATT: 1d4 / 1d4 / 2d4 or 2d4
Size: M (6'-7' tall) or L (7'-12' long)
DR: 50
STR: 20
DEX: 18
WV: Gold
CV: Wolfsbane
MB: Eyebrows which meet; Index finger as long as middle finger; Hairy palms.
Notes: The mountain loup-garou phenotype is very difficult to distinguish from the standard werewolf phenotype (or the lowland loup-garou).

Werealligator (Sedondary and Tertiary)
(The Lonesome Road)
AC: 4 or 5
MV: 12 / Sw 12 or 6 / Sw 12
#AT: 2 (bite/tail slap) or 2 (bite/tail slap)
DAM/ATT: 3d4 / 1d8 or 2d4 / 1d12
Size: M (6'-7' tall) or L (8'-15' long)
DR: 50
STR: 21
DEX: 13
WV: Quartz
CV: Water Lily
MB: Sharp facial features; Dark, leathery skin; Toothy smile.
Notes: Werealligators can only bite opponents to their front or flanks. They can only use their tail slap against foes to their flanks or rear.

Werebaboon (Secondary and Tertiary)
(The Lonesome Road)
AC: 5 or 7
MV: 12 or 12
#AT: 1 (bite) or 1 (bite)
DAM/ATT: 2d6 or 1d4
Size: M (6'-7' tall) or S (2'-3' tall)
DR: 20
STR: 18/76
DEX: 19
WV: Bronze
CV: Frankincense
MB: Olive-green eyes; Prominent jaw; Long toes; Hair on back of neck.

Werecheetah (Secondary and Tertiary)
(The Lonesome Road)
AC: 6 or 5
MV: 15 or 15
#AT: 3 (claw/claw/bite) or (claw/claw/bite)
DAM/ATT: 1d4 / 1d4 /1d8 or 1d2 / 1d2 / 1d8
Size: M (6'-7' tall) or M (4'- 4˝' long)
DR: 25
STR: 18/00
DEX: 20
WV: Cedar
CV: Ginger
MB: Sleek, whiplike build; Dark streaks or circles under the eyes; Graceful movements and manner.
Notes: In tertiary aspect, a werecheetah can leap 10' straight up or 20' forward from a standstill.

Werecobra (Secondary and Tertiary)
(Children of the Night: Werebeasts)
AC: 5 or 8
MV: 15 or 12
#AT: 1 (bite) or 1 (bite)
DAM/ATT: 1d3 or 1d6
Size: M (6'-7' tall) or H (12'-24' long)
DR: 5
STR: 18
DEX: 20
WV: Ivory
CV: Lotus
MB: Hairless; Low body temperature; Dark, tightly stretched skin; Pronounces "s's" with a hiss.

Weregorilla (Secondary Only)
(Children of the Night: Werebeasts)
AC: 6
MV: 12
#AT: 3 (fist/fist/bite)
DAM/ATT: 1d3 / 1d3 / 1d6
Size: M
DR: 20
STR: 21
DEX: 15
WV: Mahogany
CV: Sandalwood Oil
MB: Black, excessive body hair; Silver streak in hair in males; Sloping forehead; Protruding jaw; Lumbering gait.

Werehyena (Secondary Only)
(Al-Qadim Monstrous Compendium)
AC: 5
MV: 12
#AT: 1 (bite)
DAM/ATT: 2d6
Size: M (6'-7' long)
DR: 20
STR: 18/00
DEX: 18
WV: Iron
CV: Jasmine
MB: Tall and sinewy; Long, shaggy hair; Second mouth (!) on the back of the neck; Loud, resounding laugh.

Wereleopard (Tertiary Only)
(Ravenloft Monstrous Compendium Vol. III)
AC: 5
MV: 18
#AT: 3 (claw/claw/bite)
DAM/ATT: 1d4 / 1d4 / 1d6
Size: M (6'-7' tall)
DR: 20
STR: 18/00
DEX: 19
WV: Platinum
CV: Kola Nut
MB: Sandy hair dappled with black; Graceful movements and manner; Becomes lazy near midday.

Werelion (Secondary Only)
(Al-Qadim Monstrous Compendium)
AC: 7
MV: 15
#AT: 3 (claw/claw/bite)
DAM/ATT: 1d6 / 1d6 / 2d6
Size: M (6' long)
DR: 50
STR: 20
DEX: 19
WV: Ivory
CV: Cinnammon
MB: Thin and sinewy; Curly blond hair in males; Closely-cropped hair in females; Tan and muscular.
Notes: Werelions can leap up to 60' from a standstill.

Wereowl (Secondary Only)
(Terrors from Above)
AC: 6
MV: 3, Fl 18 (E)
#AT: 3 (claw/claw/bite)
DAM/ATT: 2d4 / 1d4 / 1d4+1
Size: M (20' wingspan)
DR: 50
STR: 18/00
DEX: 18
WV: Pine Wood
CV: Hemlock
MB: Oddly spaced or shaped ears; Large eyes; Blinks infrequently; Sharp nose.

Werepanther (Secondary and Tertiary)
(Monstrous Compendium Annual Volume 2)
AC: 4 or 6
MV: 12 or 15
#AT: 2 (weapons) or 3 (claw/claw/bite)
DAM/ATT: By weapon or 1d3 / 1d3 / 1d6
Size: M (6'-7' tall) or M (4'-5' long)
DR: 20
STR: 18/00
DEX: 19
WV: Birch Wood
CV: Anise
MB: Dark skin and hair; Tends to snarl when speakings; Graceful movements and manner.
Notes: Werepanthers in tertiary aspect may not attack with their claws or fangs.

Werepossum (Secondary and Tertiary)
(The Lonesome Road)
AC: 7 or 10
MV: 12 or 4
#AT: 1 (bite) or 1 (bite)
DAM/ATT: 1d4+1 or 1
Size: M (6'-7' tall) or T (1˝'-2' long)
DR: 2
STR: 17
DEX: 19
WV: Dogwood
CV: Rosemary
MB: Beady, darting eyes; Frizzy hair; Dirty, ragged clothing.
Notes: A werepossum's tail in hybrid aspect is prehensile, and can readily manipulate objects (although it cannot be used to wield a weapon or shield).

Wereraccoon (Secondary and Tertiary)
(The Lonesome Road)
AC: 7 or 9
MV: 12 or 5
#AT: 1 (bite) or 1 (bite)
DAM/ATT: 1d4+2 or 1d2
Size: M (6'-7' tall) or T (1˝'-2' long)
DR: 2
STR: 18
DEX: 18
WV: Slate
CV: Honeysuckle
MB: Teeth show, even when mouth is closed; Mangy, dirty appearance; Dark circles around eyes.

Wereray (Tertiary Only)
(Ravenloft Monstrous Compendium Volume III)
AC: 5
MV: Sw 12
#AT: 2 (bite/sting)
DAM/ATT: 1d6 / 1d8
Size: M (6'-7' tall)
DR: 20
STR: 19
DEX: 18
WV: Coral or Sea Shell
CV: Liverwort
MV: Grayish skin tone; Rubbery or tight skin; Webbed fingers or toes; Black irises.
Notes: A hybrid aspect wereray is effectively invisible when it conceals itself on the ocean floor.

Wereshark (Secondary Only)
(Monstrous Compendium Annual Volume 2)
AC: 0
MV: Sw 18
#AT: 1 (bite)
DAM/ATT: 5d4
Size: L (20' long)
DR: 75
STR: 21
DEX: 19
WV: Whalebone
CV: Aloe
MB: Sleek, muscular build; Grayish skin tone; Extra teeth; Black irises.

Werespider (Secondary and Tertiary)
(Monstrous Compendium Annual Volume 3)
AC: 4
MV: 12, Wb 18
#AT: 1 (bite)
DAM/ATT: 1d12
Size: M (6'-7' tall) or L (8' diameter)
DR: 25
STR: 17
DEX: 20
WV: Amber
CV: Arrowroot
MB: Long, spindly fingers; Spots on the forehead or temples; Tufts of bristly hair.
Notes: Though PC werespiders may not spin their own silk, they may move through the webs of other creatures without hindrance.

Wereswine (Secondary Only)
(Mystara Monstrous Compendium)
AC: 3
MV: 18
#AT: 1 (bite)
DAM/ATT: 1d6
Size: M (6'-7' long)
DR: 20
STR: 18/00
DEX: 16
WV: Rusty Iron
CV: Rose Oil
MB: Hairless; Pale pink skin; Rolls of fat; Vulgar manner; Squealing laughter.

New Lycanthrope Proficiencies

Proficiency
Charge
Climb Walls
Feral Reflexes
Gaze of Terror
Hide in Shadows
Iron Jaws
Magic Immunity
Move Silently
Night Vision
Pass Without Trace
Piercing Howl
Rending
Thick Skin
Venom
Cost
1
2
1
2
2
1
2
2
1
Varies
1
1
2
Varies
Stat
-
Dex
-
Cha
Dex
-
-
Dex
-
-
-
-
-
-
Modifier
-
-2
-
0
-2
-
-
-2
-
-
-
-
-
-

Charge
This proficiency enables a lycanthrope to initiate a powerful attack by using his momentum. The PC must have at least 40' of space to start the charge properly. While charging, he suffers a penalty of -2 to his initiative roll and -1 to his Armor Class. However, he receives a +2 bonus to his attack rolls and +1 to his damage rolls on his attacks that round. This proficiency only functions in secondary or tertiary aspect.

Climb Walls
This proficiency is identical to the thief skill of the same name, save that the character must make a proficiency check to determine success or failure. The adjustments to success presented in Domains of Dread (pg. 268-70) are applied to the check at a rate of +/-1 for every +/-5% adjustment. The racial modifiers from Table 98 of Domains of Dread (pg. 268) also apply. This proficiency only functions in secondary or tertiary aspect.

Feral Reflexes
This proficiency gives the lycanthrope a -2 bonus to her initiative rolls. This only functions in secondary or tertiary aspect.

Gaze of Terror
The primal fear that beasts inspire in man is a powerful thing indeed. The lycanthrope with this proficiency can paralyze a victim with his or her very gaze. The PC must simply look into a victim's eyes and making a successful proficiency check. The victim is entitled to a saving throw vs. spell (modified by his or her magical defense adjustment). If this saving throw fails, the victim is paralyzed, frozen where they stand and unable to tear their gaze away from the PC's eyes. The lycanthrope but is unable to take any actions other than movement and speaking while maintaining the gaze. He may relinquish control of the victim simply by averting his gaze. If the lycanthrope attacks the victim or the gaze is somehow interrupted, the effect is instantly broken. The PC must be in secondary or tertiary aspect to utilize this proficiency.

Hide in Shadows
This proficiency is identical to the thief skill of the same name, save that the character must make a proficiency check to determine success or failure. The adjustments to success presented in Domains of Dread (pg. 268-70) are applied to the check at a rate of +/-1 for every +/-5% adjustment. The racial modifiers from Table 98 of Domains of Dread (pg. 268) also apply. This proficiency only functions in secondary or tertiary aspect.

Iron Jaws
Only lycanthropes with a bite attack may take this proficiency. On a successful natural attack roll of 19 or 20, the PC has successfully locked her jaws around the victim. On each subsequent round, the victim automatically takes bite damage. Furthermore, the cumbersome weight of the werebeast reduces the victim's movement rate by 6. The PC may release the victim at any time. The PC must be in secondary or tertiary aspect to utilize this proficiency.

Magic Immunity
This proficiency gives the PC partial immunity to one school of magic, such as enchantment/charm or necromancy. This immunity applies to both wizard and priest spells. The lycanthrope receives a +4 bonus to saving throws against spells or magical effects of the designated school. In instances where no saving throw is normally allowed, the lycanthrope is allowed an unmodified saving throw.

Move Silently
This proficiency is identical to the thief skill of the same name, save that the character must make a proficiency check to determine success or failure. The adjustments to success presented in Domains of Dread (pg. 268-70) are applied to the check at a rate of +/-1 for every +/-5% adjustment. The racial modifiers from Table 98 of Domains of Dread (pg. 268) also apply. This proficiency only functions in secondary or tertiary aspect.

Night Vision
This proficiency grants the lycanthrope the ability to see in the dark up to a distance of 60'. It is different from infravision, in that it is not magical in nature, and does not function in complete darkness (such as deep beneath the earth). There must be some ambient light, as this proficiency relies on light amplification (even a moonless, starlit night is sufficient). Fortunately, the lycanthrope's vision quickly compensates to varying stimuli, and is not blinded by sudden bright light sources or the like. The PC must be in secondary or tertiary aspect to utilize this proficiency.

(Though the Guide to Werebeasts notes that all werebeasts possess the ability to see in the dark, this is not strictly true for PC lycanthropes.)

Pass Without Trace (Variable)
For one slot, the lycanthrope with this proficiency may move across any terrain without leaving a trace of his or her passing, as the priest spell of the same name. For two slots, the lycanthope may also ignore the overland movement penalty for one terrain type appropriate for his phenotype (e.g. forest or tundra for werewolves). This proficiency only functions in secondary or tertiary aspect.

Piercing Howl
Once per day, the lycanthrope can emit a howl, roar, or shriek (whatever is appropriate to the phenotype) with the effects of the 4th-level wizard spell shout. In a combat situation, this counts as the creature's action for the round. In order to use this power, the PC must be in secondary or tertiary aspect.

Rending
Only lycanthropes with a bite attack may take this proficiency. On a successful attack roll of 20, the lycanthrope severs a limb (1d4: 1 - Right Arm; 2 - Left Arm; 3 - Right Leg; 4 - Left Leg). This proficiency only functions in secondary or tertiary aspect.

Thick Skin
This proficiency may only be taken by a lycanthrope PC who already possesses the Damage Immunity proficiency. A werecreature who also has Thick Skin only takes damage from magical weapons equal to the magical bonus of the weapon. For instance, a sword +1 would only do 1 point of damage to such a PC. Furthermore, Strength-based damage bonuses do not apply.

Venom (Variable)
This proficiency is quite rare in mammalian phenotypes, but it can be technically taken by any lycanthrope (with the DM's approval). The player must select a piercing or slashing natural weapon that can only be used once per round (typically a bite or sting). Anyone hit by this attack must save vs. poison or suffer the effects listed below, based on the number of slots spent on the proficiency:

1 slot: 2d4 round onset, 1d6 damage
+1 slot: +1d6 damage (Cumulative)
+1 slot: 1d4 round onset
+2 slot: Instantaneous onset
+2 slot: Paralyzed for 1d4 turns (Instead of damage)
+2 slot: Ability scores and movement halved for 1d4 turns (Instead of damage)
+3 slot: Death (Instead of damage)
For example, venom that has instantaneous onset and paralyzation effect would cost 5 slots. The PC must be in secondary or tertiary aspect to use this proficiency.

New Lycanthrope Weakness

Lethal Element
For werecreatures that suffer from this weakness, one particular form of elemental attack is particularly dangerous to the lycanthrope. The PC takes +2 damage per die from this form of attack, whether mundane or magical. Possible elemental attack forms include acid, cold, electricity and fire.

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