Number 1
Morale +20
Hit Dice 10d10
Armor Class 6
Move 10’/min., 90’/min. (flying - clumsy) Magic Resistance Standard
No. of Attacks 1
Damage 1d6
Defenses None
Attacks Prey get -2 penalty to surprise, smothering
Size L (20’ wide)
Intelligence 0
Alignment Neutral
Treasure Type XI Treasure Value 5d6x100 Magical Treasure 1d2 items (10%) X.P. Value 1,500 + 14/h.p.
General: The lurker above is a hunter perfectly adapted for its underground environment. It lurks on the ceiling of a chamber or corridor, and then drops down on its unsuspecting prey. They are able to slowly scuttle about on walls, floors, and ceilings, but generally move by flying (they are filled with a lighter-than-air gas that enables them to do so easily).
Combat: Lurkers above drop on top of their victims, causing them to smother and be crushed beneath its weight automatically for 1d6 h.p. of damage per round. Death from suffocation will take place in any event in 1d4+1 rounds.
Those attacked by the lurker above get a -2 penalty on their surprise rolls.
Victims cannot use any weapons against the creature that are not both short (daggers, etc.) and in their hand at the time of the attack. Efforts from outside to slay the creature have a 50% chance of damaging those trapped beneath it for half damage as well as the creature itself.
Appearance: The lurker above is flat, with an underside has the appearance of gray stone, allowing it to remain on ceilings undetected.
Lycanthrope
Lycanthropes are humans, demi-humans, and occasionally humanoids that are afflicted with lycanthropy; a disease and curse all in one that allows (or forces) them to assume the guise of an animal.
Lycanthropy
Humans, demi-humans, and humanoids bitten (not just harmed) by lycanthropes for more than 50% of their total hit points will themselves become lycanthropes of the type that bit them. Belladonna will prevent the onset of the disease 25% of the time if eaten within 1 hour of the attack, but the being eating it will be incapacitated for 1d4 days and has a 1% chance of dying from the herb itself. A cure disease spell cast by at least a 12th level spell caster will also prevent the onset of the disease, but only if cast within 3
days of the attack. If not cured, lycanthropy will set in 1d8+6 days after the attack.
Once the disease has taken hold, it can only be removed by a 12th level spell caster casting remove curse when the victim is in his animal form. Note that the lycanthrope will do everything in its power to escape, and will not suffer the spell cast upon him willingly! The lycanthrope also gets a saving throw against the spell, of course.
Over the course of 2d6 months after the attack, the alignment of the individual infected by the disease will change to that of the lycanthrope.
Example: A lawful good mage is bitten by a wererat and becomes a lycanthrope. The game master rolls a 7 for how long it will take him to change alignment. Three and a half months after the attack, the mage will be lawful neutral. Three and a half months later, he will be fully lawful evil. This could well lead to trouble for characters with alignment-dependent classes, such as paladins, including losing their status.
There are four circumstances in which a lycanthrope will change into its animal form.
• According to the phases of the moon
• After taking 30% damage in melee
• At will (after 6 years having the disease)
• Animal summoning/conjuring spells that invoke the animal form of the lycanthrope
The degree to which the phase of the moon controls the transformation from humanoid to animal form depends on how long the victim has been infected.
The more experience the victim has with the disease, the more he is able to control the transformation. If the transformation occurs, it will last from sunset to sunrise. At 6 years, the lycanthrope will never involuntarily change, and can always change back.
In the table below, the first number is the percentage chance that the lycanthrope will involuntarily assume his animal form, and the second is the chance that he will be able to force himself back to humanoid form.
Years since the onset of lycanthropy Moon Phase different types of lycanthropes affected by different moons.
Lycanthropes will not remember actions taken in animal form once they revert back to humanoid form. Right after the disease takes hold, this will be a source of great confusion and mental anguish as unexplained events inexorably lead the victim to the conclusion that they take the form of a beast at night when the moon is full and the wolf bane blooms. After 1d6 years, the animal form will retain some vague memories and knowledge of what the humanoid form knew and had planned; a well-thought-out attack on a village, for example, can be planned in humanoid form and carried out in animal form. As long as one member of the group of lycanthropes is able to do this, the others will follow his instructions to enact the plan, but not to the point of actual mind control or self-destruction. Lycanthropes are not under the control or influence of the lycanthrope who gave them the disease, other than the normal influences of intelligence, charisma, and circumstances.
Once the transformation has taken place and the lycanthrope is in animal form, possessions (treasure, armor, weapons, etc.) will be forgotten, with the exception of wererats, who will retain swords while in rat-man form. This can be particularly vexing for player characters afflicted with lycanthropy.
Note that player characters who are afflicted with lycanthropy do not earn any x.p. while in animal form.
Defenses Silver or +1 weapon to damage
Attacks Hug for 2d8
Magical Treasure 1d4 scrolls (50%), 1 item (60%), 1 potion (60%) X.P. Value 825 + 10/h.p.
General: Werebears tend to live deep in wooded environs. They are great haters of evil and will attack evil creatures 75% of the time. Once such battle is joined, they will fight to the death. Solitary werebears have a 50% chance of being accompanied by 1d6 brown bears (see p. 7). If there are brown bears within a mile of the lycanthrope, it can summon 1d6 of them, who will arrive in 2d6x10 minutes.
Note that a werebear will take damage if the human form is wearing armor when the transformation to animal form takes place. The amount of damage depends on the armor being worn.
Armor Damage
None, furs 0
Cuirass (leather), gambeson 1
Lamellar (leather), ring armor, brigandine armor, scale armor (leather)
1d2
Cuirass (steel), scale armor (steel) 1d3
Lamellar armor (steel) 1d3+1
Mail 1d4
Plated mail 1d4+1
Plate armor, jousting plate 1d6
Combat: Werebears attack with their great paws and bite. If both paws hit, they will hug the victim for an additional 2d8 h.p. of damage. Only weapons of silver or with a +1 or better enchantment will harm a werebear in animal form.
Appearance: In human form, werebears tend to be large, hirsute, and quiet.
In animal form, they appear as large brown bears.
Wilderness and Dungeon Monster Descriptions - Lycanthrope
Defenses Silver or +1 weapon to damage
Attacks None
Magical Treasure 1 armor/weapon (10%), 2d4 potions (40%) X.P. Value 275 + 6/h.p.
General: Wereboars tend to live in thick forests. They are ornery and argumentative, to the point of insisting that they be in charge of any group or party. When involved in heated arguments over leadership, they can turn into their animal form. They are 15% likely to be accompanied by regular boars (see p. 8).
Note that a wereboar will take damage if the human form is wearing armor when the transformation to animal form takes place. The amount of damage depends on the armor being worn.
Armor Damage
None, cuirass (leather), furs 0
Gambeson, lamellar (leather) 1
Ring armor, brigandine armor, scale armor (leather) 1d2
Cuirass (steel), scale armor (steel) 1d3
Lamellar armor (steel) 1d3+1
Mail 1d4
Plated mail 1d4+1
Plate armor, jousting plate 1d6
Combat: In animal form, a wereboar attacks with its great tusks.
Appearance: In animal form, the wereboar appears as a large boar.
Wererat
Defenses Silver or +1 weapon to damage Attacks Enemies get -2 to surprise rolls
Size M
Intelligence 12
Alignment Lawful evil Treasure Type III Treasure Value 4d6x1,000 Magical Treasure 1d2 items (10%) X.P. Value 150 + 4/h.p.
General: Wererats dwell in cities, typically infesting sewers and catacombs beneath the streets. They are known to both kidnap victims for ransom as well as devouring them. When in an adventuring party, wererats will usually take up the rear. Each wererat can summon and control 2d6 giant rats (see p. 66).
Note that a wererat will take damage if the human form is wearing armor when the transformation to rat-man form takes place. The amount of damage depends on the armor being worn.
Armor Damage
None, cuirass (leather), furs, lamellar (leather) 0 Gambeson, ring armor, brigandine armor, scale armor (leather) 1 Lamellar armor (steel), cuirass (steel), scale armor (steel), mail 1d2
Plated mail, plate armor, jousting plate 1d3
Combat: In rat-man form, wererats will wield weapons, typically swords.
Only weapons of silver or with a +1 or better enchantment will harm a wererat in rat or rat-man form.
Appearance: Wererats can assume three forms; human, rat-man, and giant rat. The rat-man form is humanoid, standing upright, with a long tail, the head of a rat, and covered in fur. It has hands and can grip weapons.
Weretiger
Defenses Silver or +1 weapon to damage Attacks Rear claw rake for 1d4+1/1d4+1
Size L
Intelligence 9
Alignment Neutral
Treasure Type VII
Treasure Value 2d4+2x1,000
Magical Treasure 1d2 items (15%), 1 potion (15%) X.P. Value 525 + 8/h.p.
General: Weretigers dwell in warm jungle regions and are almost always female. They tend towards selfishness, and will turn on companions if their own interests are being ignored. Cats of all sorts are 75% likely to be well-disposed towards weretigers, as the latter can communicate with cats of all sorts. They are 5% likely to be found in the company of other tigers (see p.
79).
Note that a weretiger will take damage if the human form is wearing armor when the transformation to animal form takes place. The amount of damage depends on the armor being worn.
Armor Damage
None, furs 0
Cuirass (leather) 1d2
Gambeson, lamellar (leather), ring armor, brigandine armor, scale armor (leather), cuirass (steel)
1d3
Mail 1d3+1
Scale armor (steel) 1d4
Lamellar armor (steel), plated armor 1d4+1
Plate armor, jousting plate 1d6
Combat: Weretigers attack with their fore paws and powerful bite. If both claws hit, they can then also attack with their rear claws, which rake the victim. Only weapons of silver or with a +1 or better enchantment will harm a weretiger in animal form.
Appearance: In animal form weretigers appear as large and supple tigers.
Werewolf (Wolwere)
Magic Resistance Standard Standard
No. of Attacks 1 1
Damage 2d4 1d4+1
Defenses Silver or +1 weapons to hit
Alignment Chaotic evil Chaotic evil
Treasure Type III None
Treasure Value 1d4x1,000 n/a
Magical Treasure 1 armor/weapon (10%) None
X.P. Value 205 + 5/h.p. 195 + 5/h.p.
General: Werewolves can be found in almost every climate and terrain. They tend to group together in packs or families, and will immediately attack if their lycanthropic nature is discovered. Wolweres are closely related to werewolves, and will be found together with them; they are wolves that can assume human form, rather than the reverse. Other than that, there is little difference between them.
Note that a werewolf will take damage if the human form is wearing armor when the transformation to animal form takes place. The amount of damage depends on the armor being worn.
Armor Damage
None, furs 0
Cuirass (leather) 1
Gambeson, lamellar (leather), ring armor, brigandine armor, scale armor, cuirass (steel)
Plate armor, jousting plate 1d6
If a group of werewolves numbers between 5 and 8, they will be a family unit consisting of 1 male, 1 female, and the rest cubs. The cubs will have a penalty “to hit” depending on their maturity; roll 1d4 for each cub and subtract that number from their “to hit” rolls.
Combat: Werewolves attack with their bite. Only weapons of silver or with a +1 or better enchantment will harm a werewolf in animal form. In a family group, if the female is attacked, the male will gain a bonus of +2 “to hit”. If the cubs are attacked, the female will gain a bonus of +3 and do maximum damage with each hit.
Appearance: Werewolves in animal form appear as wolves. Werewolves are likely to remain standing upright even in wolf form, while wolweres will always have four feet on the ground.