Lycanthrope; Werehawk
by Gary DaviesLycanthrope
Lycanthropes are humanoids or giants that can turn themselves into animals. Werehawks are generally encountered far from civilisation in primeval woody and hill country.WEREHAWK
Werehawk, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+6 (25 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armour Class: 11 (Dex), flat-footed 10, touch 11
Base Attack/Grapple: +3/+5
Attack: Shortsword +5 melee (1d6+2) or dart +4 ranged (1d4)
Full Attack: Shortsword +5 melee (1d6+2) or dart +4 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Alternate form, hawk empathy
Saves: Fort +6, Ref +4, Will +4
Abilities: Str 14, Dex 12, Con 12, Int 10, Wis 11, Cha 8
Skills: Listen +3, Move Silently +4, Spot +5, Survival +3
Feats: Flyby Attack, Improved Initiative, Iron Will(B), Weapon Finesse
Environment: Temperate Woods and Hills
Organisation: Solitary or pair
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Character Class
Level Adjustment: +3Werehawk, Hawk Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+6 (25 hp)
Initiative: +9
Speed: 10 ft. (2 squares) fly 90 ft. (average)
Armour Class: 17 (+5 Dex, +2 natural)
Base Attack/Grapple: +3/+5
Attack: Talon +8 melee (1d6+2)
Full Attack: 2 talons +8 melee (1d6+2) and bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, hawk empathy, low-light vision, scent
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 14, Dex 20, Con 14, Int 10, Wis 11, Cha 8
Skills: Listen +3, Move Silently +8, Spot +9, Survival +3
Feats: Flyby Attack, Improved Initiative, Iron Will(B), Weapon Finesse
Environment: Temperate Woods and Hills
Organisation: Solitary or pair
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Character Class
Level Adjustment: +3Werehawk, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 3d8+6 (25 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 60 ft. (poor)
Armour Class: 17 (+5 Dex, +2 natural)
Base Attack/Grapple: +3/+5
Attack: Talon +8 melee (1d6+2)
Full Attack: 2 talons +8 melee (1d6+2) and bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, hawk empathy, low-light vision, scent
Saves: Fort +7, Ref +8, Will +8
Abilities: Str 14, Dex 20, Con 14, Int 10, Wis 11, Cha 8
Skills: Listen +3, Move Silently +8, Spot +5, Survival +3
Feats: Flyby Attack, Improved Initiative, Iron Will(B), Weapon Finesse
Environment: Temperate Woods and Hills
Organisation: Solitary or pair
Challenge Rating: 04
Treasure: Standard
Alignment: Always Chaotic Good
Advancement: By Character Class
Level Adjustment: +3This powerful feathered creature stands upright like a human, but that's where the resemblance ends. Its form is that of a humanoid raptor with wings instead of arms. It also possesses a powerful hooked beak, and extremely sharp talons. It stands about 6 feet tall.
Werehawks in human form tend to be sleek individuals of average height, often with an aquiline nose or over-long finger nails. Werehawks often work in rural occupations, and they have steady, piercing stares.
COMBAT
Werehawks can assume hybrid forms as well as animal forms. In hawk and hybrid forms, they rely on their aerial prowess to swoop down to an opponent, attack and then fly off.Alternate Form (Su): A werehawk can assume a bipedal hybrid form or the form of a giant hawk.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a werehawk's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Hawk Empathy (Ex): Communicate with hawks, giant hawks and dire hawks, and +4 racial bonus on Charisma-based checks against hawks, giant hawks, and dire hawks.
Skills: A werehawk in hawk or hybrid form has a +4 racial bonus on Spot checks. It can use the run action while flying, provided it flies in a straight line.
The werehawk presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Ok, I decided to do a little background for Mystara. I'll flesh it out a later date but here it is so far.
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Mystaran BackgroundAccording to legend, the werehawks were ruthlessly hunted to the last and brought to extinct by Ruaidhri Hawkbane during his path to immortality. How any werehawks managed to escape this extremely determined and driven individual is the subject of debate. The are a number of theories, including, but not limited to.
a. Ruaidhri Hawkbane was said to have slain all the werehawks in the known world, so perhaps he only killed those on Brun and surrounding islands. Werehawks on Davania and Skothar escaped the genocide.
b. An Immortal seeing the imminent extinction of a good sentient race decided to preserve some examples in the Hollow World. An infected adventurer or some such has since returned to the outer surface bringing the disease with him.
c. It is in fact a new emerged race of lycanthropes that cannot trace a direct ancestry back to the werehawks of old.
Anyway, where ever they come from the werehawks are back...