04-30-2015, 03:46 PM
(This post was last modified: 04-30-2015, 03:49 PM by Oedipussy Rex.)
Werewolves, well, the wolf as a Big Bad, in general, is a very Euro-centric concept. I can't think of any other culture/region that had so great a fear of wolves. In fact, almost every non-European-influenced culture revered wolves. So if you want to use some other -- would totem be the correct word? -- to represent evil, here are a few choices.
Werebear
S: d20
W: d16/d3x2 (maul)/d2 (bite)
A: d8
D: 4
H: 150
Size: L
Additional Special: Bear Hug: If both maul attacks succeed, the victim is caught by the Werebear (treat as a Grapple) that does W16/d3 Damage per Turn, as well a bite.
Werebears will do either a maul attack or bite attack on a Turn, not both.
Weretiger
S: d20
W: d20/d3x2 (claws)/d3 (bite)
A: d12
D: 3
H: 100
Size: L
Wererat
S: d20
W: d10/d1
A: d10
D: 2
H: 50
Size: S
Like rats, a Wererat can squeeze through any opening large enough to accommodate its skull. Wererats will first go for the Achilles tendon, if available, of standing opponents, and the eyes of those who are prone/supine.
Werebaboon
S: d20
W: d12/d1 or by weapon
A: d12
D: 2
H: 75
Size: M
Werebaboons are able to use melee weapons, but not expertly. All weapons do d1 damage plus any bonus the weapon may have. Werebaboons can also hurl rocks, sticks, clubs, etc. with a range of 10/20/30.
Werejaguar
S: d20
W: d12/d2x2 (claws)/d1 (bite)
A: d12
D: 2
H: 75
Size: M
Additional Special: Surprise d20; Rake W12/d3 - if both claw attacks on a Turn are successful, the Werejaguar has grabbed the victim (treat as Grapple) and on subsequent Turns may do a Rake attack and bite until the victim breaks free.
Werebear
S: d20
W: d16/d3x2 (maul)/d2 (bite)
A: d8
D: 4
H: 150
Size: L
Additional Special: Bear Hug: If both maul attacks succeed, the victim is caught by the Werebear (treat as a Grapple) that does W16/d3 Damage per Turn, as well a bite.
Werebears will do either a maul attack or bite attack on a Turn, not both.
Weretiger
S: d20
W: d20/d3x2 (claws)/d3 (bite)
A: d12
D: 3
H: 100
Size: L
Wererat
S: d20
W: d10/d1
A: d10
D: 2
H: 50
Size: S
Like rats, a Wererat can squeeze through any opening large enough to accommodate its skull. Wererats will first go for the Achilles tendon, if available, of standing opponents, and the eyes of those who are prone/supine.
Werebaboon
S: d20
W: d12/d1 or by weapon
A: d12
D: 2
H: 75
Size: M
Werebaboons are able to use melee weapons, but not expertly. All weapons do d1 damage plus any bonus the weapon may have. Werebaboons can also hurl rocks, sticks, clubs, etc. with a range of 10/20/30.
Werejaguar
S: d20
W: d12/d2x2 (claws)/d1 (bite)
A: d12
D: 2
H: 75
Size: M
Additional Special: Surprise d20; Rake W12/d3 - if both claw attacks on a Turn are successful, the Werejaguar has grabbed the victim (treat as Grapple) and on subsequent Turns may do a Rake attack and bite until the victim breaks free.
Getting me free admission into gaming conventions for a decade