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By Mike Mearls<br />

PCI 1107


Cover: Todd Lockwood<br />

Artists: Ken Burles, Paul Carrick, Paul (Prof) Herbert, Pawel Kopotowski,<br />

Raven J Mimura, Joel Talakco, J.P. Targete, Roel Wielinga<br />

Editor: Brian Schoner<br />

Layout: Victor Choy Designs, Inc.<br />

Art Direction: Nelson Rodriguez<br />

Writers: Mike Mearls<br />

Additional Material: Eric Wiener<br />

Team Paradigm: Henry Lopez, Nelson Rodriguez, Eric Wiener,<br />

Peter Barrenechea, Jim Beck<br />

Table of Contents<br />

Introduction ........................................................................................3<br />

Werebears Culture................................................................................4<br />

WereBoars Culture ............................................................................10<br />

WereRats Culture ..............................................................................17<br />

WereTiger Culture..............................................................................23<br />

Werewolf Culture ..............................................................................30<br />

Lycanthrope Characters......................................................................36<br />

a. Werebears ................................................................................39<br />

b. Wereboars ..............................................................................40<br />

c. Wererats ..................................................................................41<br />

d. Weretigers ..............................................................................43<br />

e. Werewolves..............................................................................44<br />

Prestige Classes ..................................................................................45<br />

a. Bestial War master ..................................................................46<br />

b. Emerald Claw..........................................................................47<br />

c. Herald of Decay ......................................................................49<br />

d. Knight of Glade and Glen ......................................................51<br />

e. Master of the Hunt ..................................................................52<br />

f. Master of Fang and Blade ........................................................54<br />

g. Midnight Justicar ....................................................................55<br />

h. Lunar Adept ............................................................................57<br />

i. Night Howler ..........................................................................59<br />

j. Pack Lord ................................................................................60<br />

k. Relentless Charger ..................................................................62<br />

l. Shadow Prowler ......................................................................63<br />

m. Wolf Slayer ............................................................................65<br />

Lycanthrope Feats ..............................................................................67<br />

Lycanthropes and Magic ....................................................................72<br />

a. New Spells ..............................................................................73<br />

Lycanthrope Magic Items....................................................................79<br />

Lycanthropes in the Campaign ..........................................................83<br />

a. Lycanthropes in your Campaign ..............................................86<br />

The Moon and Lycanthropes..............................................................94<br />

Designation of Open Content<br />

Chapter Two is hereby released as open content.<br />

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publication are considered closed content.<br />

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and Wizards of the Coast ®, are registered<br />

trademarks of Wizards of the Coast and are used<br />

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logo trademarks are used under the terms of the<br />

D20 System Trademark License. The D20 System<br />

Trademark License version 6.0 can be found at<br />

http://www.wizards.com/d20/files/d20stlv6.rtf<br />

ISBN 1-931374-21-X<br />

This product is <strong>web</strong> enhanced<br />

www.Paradigmconcepts.com<br />

www.LivingArcanis.com


2<br />

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Slaves to the Moon, Copyright 2004, Paradigm Concepts, Inc.; Author: Mike<br />

Mearls<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Introduction<br />

This book makes assumptions about the reader’s knowledge of<br />

lycanthropes as foes in the context of a fantasy roleplaying<br />

game. But beyond that, in the annals of human folklore, men<br />

that can transform into beasts are commonplace legends.<br />

Typically, the most feared or most respected animals are<br />

featured in these tales. The very term lycanthrope refers<br />

directly to werewolves and would not apply to other beasts in<br />

a historical context, but we will restrict ourselves the standard<br />

D20 System term of Lycanthrope.<br />

Werewolf is the common creature of choice for the various<br />

Roman inspired cultures of Southern and Eastern Europe.<br />

Ancient Roman legend provided that a man could wear the skin<br />

of a wolf and become a powerful fusion of man and beast. If not<br />

properly disposed of after death (beheading) these persons<br />

would rise as blood-sucking fiends akin to vampires. The<br />

Lithuanians called these creatures Vilkacis and they sometimes<br />

brought treasure or were otherwise helpful. In ancient Greece,<br />

kynanthropy was a common legend, weredogs rather than<br />

werewolves. In Northern Europe, the werebear (berserk) was<br />

preeminent and did not have the ominous stigma of werewolves.<br />

Wereharts (deer men) were also found in Celtic myth.<br />

Polynesian myth is notable in that the shark is favored as the<br />

only non-mammalian example.<br />

In Africa, the Hyena, Lion and Leopard were the animals most<br />

associated with myths of lycanthropy. Since blacksmiths were<br />

often associated with magical powers, many of the African<br />

beasts were skilled in the working of iron and clay. The<br />

werelion was often portrayed as a noble lord over beasts,<br />

whereas the Leopard and Hyena varieties were of fell and<br />

fearsome disposition.<br />

The most complex myths of this type are found among the<br />

Indonesian peoples of Java and Celebes where nearly any type<br />

of mammal could be represented as a werecreature. These<br />

creatures would hunt men and tear them apart, taking their<br />

livers. These victims would be put back together and upon<br />

waking, would have no knowledge of what has befallen them.<br />

Several days later they would fall ill and slowly die.<br />

Indian legend holds the weretiger as the wrathful incarnation<br />

of evil. Such a wicked soul would terrorize the countryside in<br />

service to evil spirits. Similar beasts were evil spirits<br />

themselves that took children and stole the souls of the weak.<br />

The Khonds, an aboriginal Indian culture, believe that the tiger<br />

is just and reserves its wrath for their enemies. Men that take<br />

its form are set upon acts of a just vengeance.<br />

In South America, the jaguar is the beast of legend and is<br />

linked to retribution, using poisons to carry out acts of blood<br />

vengeance. Also, jaguar-men are often depicted as the familiars<br />

of cannibalistic sorcerers. Legends of European settlers in<br />

Brazil hold that the seventh child of the same sex in unbroken<br />

succession becomes a were-man or woman, and takes the form<br />

of a horse, goat, jaguar or pig. In Central America, Mayan<br />

magicians would guard the fields of Maize in animal<br />

form.Lycanthropes have long held a special place in folklore<br />

Introduction<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 3


4<br />

and superstition. Combining a human's cunning and intellect<br />

with a beast's strength and ferocity, they straddle the line<br />

between man and animal, civilization and savagery. From the<br />

earliest days of fantasy gaming, werebears and other good<br />

lycanthropes have been mentioned as an alternative to the<br />

typical array of elves, dwarves, and halflings. On a visceral<br />

level, the ability to transform into a huge bear and rend orcs<br />

limb from limb is too appealing for many gamers to pass up.<br />

In the classics of fantasy literature, shapechangers serve as<br />

tricksters, overpowering forces of nature, and wise caretakers<br />

of nature. Who doesn't want to take on those roles?<br />

On the other hand, werewolves have been a classic foe for<br />

adventuring parties. As monsters, they offer a variety of tricks<br />

and abilities to confound the players. They can adopt a human<br />

guise to spy on heroes and take them by surprise. In their bestial<br />

humanoid form, they can fight with a perfect combination of a<br />

human's cunning and a beast's strength. When they adopt an<br />

animal guise, they bring to life the lurking fears that wait just<br />

beyond the darkened borders of an ancient forest.<br />

This book presents rules, background ideas, and options for<br />

introducing lycanthropes as player characters in your<br />

campaign. Even if you would rather not have shapechanger<br />

PCs, you can use the rules and information in this book to add<br />

depth and detail to the lycanthrope friends and enemies the<br />

party meets. Tossing an unexpected element into a roleplaying<br />

game is one of the best ways you can inject excitement<br />

and uncertainty into you game. With the prestige classes,<br />

rules, and magic items found in this book, you can ensure that<br />

no two werecreatures are alike.<br />

WEREBEARS<br />

Werebear Culture<br />

'Would you wander into a person's home and set his floor<br />

aflame? I did not think so. Now put out the camp fire, collect<br />

your belongings, and never return to this place lest you wish<br />

to die a violent death.'<br />

- Werebear justicar, speaking to a band of dwarf adventurers<br />

Chapter One: Lycanthropic Races<br />

The werebears are celebrated as defenders of the forest, valiant<br />

champions of good who seek out and destroy evil wherever it<br />

takes root in their verdant realms. Like bears, they are seen as<br />

powerful but gentle beings that use wisdom and forethought<br />

to guide their actions. A bear may move slowly and carefully,<br />

but when he is aroused to act he is as implacable as an<br />

avalanche of stone thundering down a mountain's slope. To<br />

his enemies, he is an unstoppable force of nature best left to<br />

his own devices. Even the fearsome orcs are known to trace<br />

circuitous routes in their raids on civilization to avoid<br />

trespassing on a werebear's territory.<br />

Yet, by the same token, werebears are mysterious and<br />

terrifying. The same strength that can defeat a marauding ogre<br />

can crush a keep's wooden gate and slaughter the folk who<br />

dwell within. Werebears present two radically different sides of<br />

the same coin. Their might frequently strikes at evil, but<br />

sometimes their definition of evil leaves civilized folk terrified<br />

and confused. A simple traveler who plucks an apple from a<br />

tree could risk a werebear's wrath, in much the same manner<br />

that a band of hobgoblin berserkers would draw an attack<br />

from him. In the first case the bear may simply threaten the<br />

transgressor, while in the second he resorts to deadly violence<br />

without a second thought. Yet, the threat of force adds a tinge<br />

of fear to any interaction with werebears. Even the wood elves<br />

warn their young rangers and trackers to tread cautiously<br />

when dealing with werebears. Their minds are stern and<br />

resolute, and those who cross the rules they have established<br />

risk dire punishments. As the laws of the wild are left<br />

unspoken by the beasts of the wood, so too are the werebears'<br />

codes of conduct and standards left for others to interpret until<br />

they run afoul of the forest's protectors.<br />

Werebears occupy a strange position in the eternal struggle<br />

between good and evil. Taught to revere the forest above all,<br />

they see trees, simple animals, and even rivers as just as<br />

valuable as humans, elves, and other living creatures. These<br />

standards pull them into conflicts with both sides of the<br />

struggle, without a thoughtless or ignorant paladin just as<br />

likely to draw their rage as a marauding hill giant.<br />

The Noble Savages<br />

In their humanoid guises werebears are distant but<br />

approachable, willing to converse with those who have the<br />

courage and stern resolution necessary to choke back their fear<br />

and stand before them. Like the forest realms they inhabit, they<br />

are difficult to understand at first but in time a dedicated<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


student can learn their ways. Just as an experienced woodsman<br />

can treat the forest as a comfortable home while a city dweller<br />

sees the place as a deadly wilderness, those who work to<br />

understand werebears can transform them into important,<br />

helpful allies. The key to understanding werebears is to know<br />

that they place their duty above all else. Friendships, alliances,<br />

and other social connections with non-werebears are time and<br />

again trumped by the werebears' dedication to the wilderlands<br />

and the ironclad oath they took to protect the wilderness. This<br />

oath ties into their origin and plays a major role in their society<br />

and personal actions to this day.<br />

The Ancient Days<br />

In the ancient days when the first<br />

men, orcs, and goblins,<br />

walked the earth, the bears<br />

were the kings of the<br />

forest. They were the<br />

strongest, smartest, and<br />

wisest of the animals.<br />

For many years, they<br />

dwelled in peace within<br />

the woods. The outside<br />

world rarely intruded<br />

into their realms, and<br />

when it did its<br />

actions were small,<br />

easily overlooked,<br />

and had little effect<br />

on the<br />

environment as a<br />

whole. The elves<br />

had always lived in<br />

the forest, and<br />

their care and love<br />

of the woods made<br />

them fit into the realm<br />

with the same gentle symbiosis<br />

as the deer, birds, and other animals.<br />

Chapter One: Lycanthropic Races<br />

In time, though, both the civilized and barbaric races of the<br />

world began to enter the forests in numbers. Orcs chopped<br />

down hundreds of trees to build their war machines. Dwarves<br />

used them to fuel their machines and warm their mountain<br />

homes in the winter. Humans felled hundreds of acres of<br />

woodland, used the timbers to construct villages, and sowed<br />

the cleared space with wheat, corn, and other crops.<br />

The bears were enraged. How could such crimes go<br />

unpunished? Their strength and wisdom were enough to<br />

sustain them in the wilds, but in the face of torches, axes, and<br />

metal armor, their fangs and claws were useless. For years,<br />

they retreated back into the forest's deeper regions. The gods<br />

of nature and their druid allies did what they could to staunch<br />

the loss of woodlands, and in many areas their efforts proved<br />

fruitful. Other times, settlers and explorers awakened ancient,<br />

primal monsters such as hydras, gorgons, and others that<br />

threw back civilization's progress and slowed the<br />

establishment of stable borderlands.<br />

Still, the bears fumed. For all their majesty and might, they were<br />

powerless in the face of men, dwarves, and goblins. In time,<br />

some among them grew jealous of the humanoid species. They<br />

saw the warm houses they built, the clothes they wore, and the<br />

weapons they carried and grew to long for them. Worst of all, at<br />

this time the weretigers entered the world to begin their great<br />

quest for enlightenment. The cats, always eager to learn what<br />

they could and rarely daunted by anything as fearsome as a<br />

growling, fanged bear, showed the bears that the magic of the<br />

world allowed some animals to take on human form.<br />

In time, the bears formed a plan. They wished to once again<br />

claim power where they had once ruled. Their motives<br />

were not selfish, as they truly felt<br />

that the forest was better<br />

when they warded<br />

over it. Still, their<br />

hopes and concerns<br />

did reflect the envy<br />

they felt towards the<br />

humanoids. Their<br />

god, Urthar, the Lord<br />

of Tooth and Claw,<br />

looked upon them and<br />

was moved with pity.<br />

He found his subjects'<br />

willingness to turn their<br />

backs on their ways<br />

shortsighted. After all,<br />

he saw into the hearts<br />

of civilized men and<br />

saw the fears, concerns,<br />

and weighty matters they<br />

bore. The bears, despite<br />

their complaints, enjoyed<br />

peaceable, carefree<br />

existences.<br />

Urthar pondered long and<br />

hard to find a solution. Following in the footsteps of several<br />

gods before him, he decided to grant his followers the curse<br />

of lycanthropy, though with an added price to forever end the<br />

bears' discontent. Each bear was given a choice: accept the<br />

burden of lycanthropy or live forever more as a simple<br />

animal. To Urthar's relief, the vast majority of his followers<br />

accepted the burden of living as a true animal. Their minds<br />

became concerned only with the matters of the forest:<br />

hunting, surviving, raising their cubs, and enjoying nature's<br />

simple bounty.<br />

To the werebears who accepted lycanthropy, Urthar gave an added<br />

burden. To test their resolve and ensure that they wanted to<br />

change their natures for only the noblest of reasons, he compelled<br />

them to take an oath known as the Caretaker's Promise.<br />

The Caretaker's Promise<br />

Urthar presented to his people the following code of conduct.<br />

Before gaining the abilities of a werebear, they had to pledge<br />

on their immortal souls that they and their descendants<br />

would uphold it to the best of their abilities. The Promise is<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 5


6<br />

Chapter One: Lycanthropic Races<br />

simple yet demanding, and its rules set forth a code of<br />

conduct that most werebears follow to this day. The code's<br />

rules are as follows:<br />

• Protect the natural world at all costs. Hunt for enough food<br />

to eat, till and plant in fields that are free of trees, and gather<br />

nature's bounty so sustain yourself, but avoid the temptation<br />

to take more than you need. Nature provides for all so long<br />

as each person takes only what he requires and leaves the<br />

rest untouched.<br />

• Those who would despoil the wilderness may do so out of<br />

malice or ignorance. When encountering a marauder, use<br />

your words to warn him and leave him alone to ponder your<br />

message. If he is ignorant, he will be enlightened and will<br />

return to the path of nature. If he is malicious, he will ignore<br />

your counsel. Like a farmer must purge a sickly plant to<br />

preserve his crops, so too must you slay such folk to<br />

eliminate malice from the world.<br />

• The needs of nature as a whole always outweigh an<br />

individual's wants or requirements. A single soul may fall,<br />

but the forest as a whole continues. What a man sees as an<br />

ending the flowers see as a beginning. The dead return to the<br />

earth and in their demise breed the opportunity for more<br />

life. The worm devours the flesh, but is in turn eaten by the<br />

bird, who in his time feeds men.<br />

• While you may walk as bear or man, you are both and<br />

neither. Remain separate from the men and animals, and in<br />

so doing you may remain able to judge them without<br />

emotion clouding your reason. Remain among your own<br />

folk, take their counsel, and remain suspicious of outside<br />

voices that seek to sway you to their needs.<br />

The Caretaker's Promise is a powerful cultural tool in werebear<br />

society, one that helps to keep them attached to their duties<br />

and sworn to their path as guardians and protectors. Yet it can<br />

at times prove to be a burden, particularly when the bears<br />

must deal with outsiders. Elves, humans, halflings, and other<br />

good folk expect the werebears to be undaunted champions of<br />

good. While it is true that they fight to protect and preserve<br />

their forest homes, they are by no means active champions of<br />

justice in the same sense as paladins, clerics, and other<br />

crusaders. Only rarely do they take an active role in the world,<br />

preferring to use passive or static measures to maintain their<br />

realms. Werebears can be frustratingly difficult to move to<br />

action when their neighbors are in peril. An orc warlord could<br />

descend upon a forested valley, besiege a paladin's castle, and<br />

burn a halfling town to the ground. However, as long as the<br />

orcs refused to intrude upon the werebears' realms and<br />

directly attack them, these lycanthropes would typically refuse<br />

to enter the conflict. It matters not to the forest if the folk who<br />

dwell in the villages and castles are orcs of humans, good or<br />

evil, as long as they respect the environment and allow the<br />

forest to prosper as it always has.<br />

Werebears can also be shortsighted in their dealings with<br />

humanoids. Often, they are too concerned with their own<br />

realms to note events and troubles outside of it that could<br />

eventually spell their doom. In the example above, the<br />

werebears may do nothing while the orcs drive away the men<br />

and halflings. In time, the orcs may grow in numbers and<br />

eventually gather the strength needed to conquer the<br />

lycanthropes. With their shortsighted concern for the forest,<br />

the werebears may fail to see the logical turn of events that can<br />

lead to their defeat.<br />

Other times, the werebears' problems can be more difficult for<br />

them to pin down. A distant colony of gnomes could build a<br />

dam that chokes off water to the bears' realm. The werebears,<br />

possibly ignorant of the realms beyond the forest, might<br />

spend weeks or months fruitlessly searching for some local<br />

cause to their problem. Only when the situation reaches a<br />

critical mass do they travel far enough from home to discover<br />

the gnomes' dam. At that point, they may simply besiege their<br />

tormentors, unable to realize that the gnomes committed their<br />

transgression solely out of ignorance. Even if the bears choose<br />

to parlay, they may simply make demands backed with dire<br />

threats of violence. The gnomes, not about to surrender their<br />

settlement to what strikes them as a band of bullies, could dig<br />

in for a long fight.<br />

Werebear Organization<br />

Within the forest realms, werebears organize themselves into a<br />

strict hierarchy of groups, each with a specific region it<br />

oversees and defends. The smallest of these groups are known<br />

as lodges. A lodge may consist of anything from a lone<br />

werebear to several dozen who work together. Lodges typically<br />

draw their names and symbols from the area they watch over.<br />

The Whisper River Lodge would operate near its namesake<br />

river, and might feature a stylized stream flowing towards a<br />

rising sun on the horizon as its symbol. Each lodge maintains<br />

records, usually in the form of oral stories passed down from<br />

generation to generation. Their history plays a major role in<br />

their relationships and attitudes towards neighboring realms<br />

and races. For example, the Red Peaks Lodge might have a<br />

long history of hunting down drow raiding parties that come<br />

to the surface using tunnels near their mountain home.<br />

Werebears tend to draw heavily on history and tradition when<br />

dealing with outsiders, and a lodge's records are usually the<br />

first place they look to for advice and counsel.<br />

Lodges normally build wooden cabins to serve as their<br />

headquarters and living space, though some make use of caves<br />

and other natural formations. Even werebears that prefer to<br />

spend as much time as possible in animal form erect<br />

accommodations they can use while they assume humanoid<br />

shape. Old lodges with a long history of service can develop<br />

homes that resemble country estates, with the original, wooden<br />

structure expanding to include a barn or guesthouse, and the<br />

craftsmanship of the original building improved over<br />

successive generations. Werebears who are friendly with<br />

neighboring humans, dwarves, or elves sometimes recruit their<br />

allies to improve upon their dwellings. A mountain lodge may<br />

dwell within a network of expertly crafted, subterranean<br />

galleries carved by expert dwarf workers, while a forest lodge's<br />

main hall could feature beautifully carved wooden pillars, bas<br />

relief frescoes, and other fine craftsmanship that makes it the<br />

rival of a king's royal court.<br />

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Those werebears that prefer to remain in their animal form<br />

usually use these structures as meeting places. All but the most<br />

feral werebears recognize the utility in having a sheltered place<br />

to meet with visitors from other lodges and conduct business<br />

with druids, forest sorcerers, elves, and other humanoid allies.<br />

Of all the lycanthrope races, the werebears have perhaps the<br />

most careful balance between their humanoid and animal<br />

halves. Aside from werebears who are orphaned at a young age<br />

and must live in the wilds to survive, only in rare cases do<br />

these folk ever stray too far in one direction or the other.<br />

Within the lodge, a ruling council makes decisions concerning<br />

dealings with other creatures, defense of the realm, and other<br />

matters. This council is elected by popular, open vote among<br />

all werebears of adult age. At any time the adults may, through<br />

a majority vote, call for new elections. The council holds<br />

absolute authority in most areas, though any grave actions<br />

such as attacking a neighbor are decided by a vote of all adults.<br />

Usually, the oldest, most experienced and respected werebears<br />

rise to this council, making it a good barometer of how the<br />

werebears of a lodge feel about an issue as a whole. Any<br />

adventurers or diplomats who wish to make peace with a band<br />

of werebears or earn<br />

their alliance must start<br />

by impressing the<br />

council with their good<br />

intentions and<br />

honorable behavior.<br />

Between lodges there<br />

exists no standing body<br />

of governance. Usually, if<br />

two of these groups<br />

come into conflict over a<br />

matter, a temporary<br />

council forms to resolve<br />

the matter. A slight<br />

minority of this group<br />

consists of werebears<br />

from the lodges involved<br />

in the dispute, while the<br />

majority comes from<br />

lodges outside of the area. This system ensures that any<br />

decision the council reaches is fair and equitable while relevant<br />

to the issue at hand. Sometimes, though, this method can<br />

cause unintended consequences and poses a potential for<br />

abuse or subversion. Since most of the werebears must be<br />

drawn from distant areas, these newcomers can be easily<br />

subverted with magic or replaced by imposters. Since the<br />

locals are unfamiliar with these visitors, any strange behavior<br />

or uncharacteristic statements they make pass unnoticed.<br />

Worst of all, sometimes the outsiders force a solution upon a<br />

local dispute that does little to improve the situation. Two<br />

lodges may argue over whether a human lord is a threat to the<br />

forest or if his recent actions are excusable given his ongoing<br />

war with an orc horde. By the time a council is called and their<br />

decision rendered, the lord may have already been defeated.<br />

The council could simply order the werebears to destroy all the<br />

logging operations, never mind that both lodges had already<br />

given their blessings to limited harvests in portions of the<br />

forest. Sometimes, the relationship between a human realm<br />

and their werebear neighbors can take a radical, unintended<br />

change when a council forces a lodge to change its policies.<br />

Lodges are private almost to the point of secrecy. They may<br />

offer food and shelter to truly desperate travelers who<br />

obviously mean no harm, but otherwise they tolerate few<br />

visitors. Werebears are notorious for falling silent when<br />

strangers are among them, preferring to wait until they are<br />

gone to speak their minds. Werebears rely on their<br />

ambassadors and leaders to handle outsiders. A werebear who<br />

stumbles upon outsiders in the forest may simply watch them<br />

to determine their intentions, never making himself known.<br />

Honor, Glory, and Duty<br />

As lawful creatures, werebears place a strong emphasis on<br />

order, rules, and responsibilities. All werebears are expected to<br />

place the Caretaker's Promise above all other concerns in life.<br />

An individual's life is nothing if he betrays the sacred vow that<br />

forms the basis for his existence. While the Promise forms the<br />

most basic werebear ideal of proper conduct, other<br />

philosophies and ideas<br />

of how a werebear<br />

should behave have<br />

evolved over time.<br />

These various ideals<br />

have spawned a<br />

number of codes, from<br />

rigorous standards of<br />

duty that a lodge's<br />

council should obey to<br />

the proper actions of a<br />

werebear warrior. In a<br />

culture steeped in<br />

history, tradition, and<br />

duty, these codes have<br />

evolved to take on a<br />

life of their own. Most<br />

werebears choose and<br />

follow what they refer<br />

to as pacts: clear, rigorous ideas on duty, conduct, and<br />

philosophy that guide a werebear in his daily life. The pacts are<br />

a cornerstone of werebear society. While not all werebears<br />

choose and follow one, most of them find the pacts important<br />

guideposts in helping them fulfill the duties conferred upon<br />

them by the Caretaker's promise.<br />

Pacts exist for most of the common roles in werebear society,<br />

from sorcery and archery to swordplay and religious callings.<br />

Each pact includes a basic outlook on life, a code of conduct,<br />

and several traditions relating to its practice.<br />

The Pact of Blades: The bear is slow to anger, but when<br />

aroused his rage knows no bounds. Concerned with the<br />

proper use and application of force, the pact of blades is<br />

favored by werebear fighters, warriors, and others who study<br />

the art of combat. The pact of blades has a simple message:<br />

deadly force is a weapon of last resort, but when used it must<br />

be applied with stern resolution. Warriors who follow this pact<br />

prefer to use diplomacy and reason to solve problems, but in<br />

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battle they are terrible foes. They believe that every opponent<br />

has a chance to prove himself innocent of any wrongdoing,<br />

except for obviously evil intruders, but once engaged in<br />

combat they do everything they can to slay their foes. The<br />

pact's ethos can be summarized as follows:<br />

• Your enemies' actions must dictate your response. A lone<br />

ogre wandering the forest has not yet earned your blade's<br />

judgment, but should you come across a person engaging in<br />

a crime or the wanton destruction of the forest, his fate has<br />

been sealed.<br />

• The greatest victories come when your weapons remain<br />

sheathed. Words can turn a foe into an ally. Your weapons<br />

can only end his life, and in so doing perhaps slay a friend<br />

who only temporarily walked in the guise of a foe.<br />

• When your blade has been freed of its sheath, it must taste<br />

blood. If you find that you have readied your weapon<br />

without good cause, then feed it your own blood and let the<br />

scars remind you to practice patience in the future.<br />

The pact of blades is most commonly followed by fighters,<br />

paladins, rangers, and other werebears who rely on their skill<br />

with weapons to survive. The warriors of this pact commonly<br />

tie a length of string or thin rope around their weapons to bind<br />

them to their sheaths and belts. While this trinket does<br />

nothing to inhibit a weapon's use, it does serve to remind a<br />

werebear that violence should not be his first option. Of all the<br />

pacts, this one is easily the least common. Most werebears<br />

would rather risk attacking a potential friend than allow<br />

destruction of the forest to continue. However, many of the<br />

werebears who journey into human lands and beyond the<br />

forest follow this pact. Their even-tempered natures and skill<br />

at arms allow them to mingle with outsiders with much greater<br />

ease than their kin.<br />

The Pact of Fury: The bear's chief weapon is his anger. While<br />

slow and docile at times, in battle he becomes a growling,<br />

unstoppable force of destruction. All too often, his foes<br />

mistake his gentle demeanor for weakness. Once they incite<br />

his anger, they learn the error of their ways, though they rarely<br />

survive to use that lesson. The pact of fury is concerned with<br />

the inner anger that dwells within all werebears. As part of<br />

their animal nature, they have a tremendous capacity for using<br />

their emotions to feed their physical actions. Yet, the<br />

werebears' lawful, strict nature normally stultifies that ability.<br />

The pact of fury seeks to reverse that trend.<br />

A popular ethos with young, aggressive werebears, this<br />

philosophy supports preemptive attacks and overwhelming<br />

strength that can crush enemies. To these werebears, the forest<br />

is continually beset by hordes of enemies. Civilization claws at<br />

the forest's edges, while orcs, ogres, and trolls engage in<br />

rampant destruction. Only a decisive, committed campaign<br />

against those who violate werebear domains can turn the tide<br />

and reverse this trend. The pact of fury's ethos is as follows:<br />

• Anger is power. Allow it to run fast and hot, to overwhelm<br />

your foes before they can react. The strength that stems from<br />

your heritage is enough to defeat your opponents. Attack<br />

and destroy the enemy without remorse or hesitation.<br />

• Your enemies are all who wish to harm the forest and your<br />

people. Judge them swiftly, and unleash your fury upon them.<br />

Orcs, ogres, goblins, and other humanoids are naturally evil.<br />

They know no other ways and must always be destroyed. Even<br />

those who proceed peacefully seek only to fool you. Men, elves,<br />

and dwarves can be trusted at times, but watch them closely.<br />

• Never forget an insult or injury. Only blood can wash away<br />

these stains against your honor.<br />

• Once an enemy, always an enemy. Those who would destroy<br />

the forest cannot be redeemed. They may assume a friendly<br />

guise for a while, but keep close watch on them. In time,<br />

their deception will fall to the wayside.<br />

Barbarians and other chaotic werebears form the vast majority<br />

of this pact's adherents. Most of them are young radicals who<br />

believe that the woodland realms stand on the edge of oblivion.<br />

Their aggressive actions have at times touched off conflicts<br />

between lodges and against previously friendly neighbors. For<br />

this reason, its growth is tightly controlled and monitored by<br />

the eldest, wisest werebears. While the pact's emphasis on<br />

martial skills keeps its members ready for battle, its overly<br />

aggressive stance exacerbates diplomatic tensions and can lead<br />

a werebear lodge to wear itself out with endless battles. Those<br />

who follow the pact of fury adorn themselves with talismans<br />

crafted from fallen enemies, such as skull masks or cloaks made<br />

from skins and fur. In their humanoid form, they display<br />

elaborate, ceremonial scars that form images of war and victory.<br />

The Pact of Magic: While most outsiders see werebears as<br />

rustics and naturalists who rely on divine magic and their skill<br />

at arms, some among them are talented spellcasters. A few<br />

lodges keep and maintain libraries of spellbooks. While rare,<br />

these groups are fertile breeding grounds for werebear wizards.<br />

In other lodges, a few werebears in each generation are born<br />

with a natural talent for sorcery. Thus, the werebears maintain<br />

a small but vibrant tradition of arcane study.<br />

The pact of magic encompasses the werebears' most common<br />

beliefs and attitudes towards magic. It emphasizes a practical<br />

approach to spellcasting, focusing on learning spells and<br />

mastering talents that serve the lodge to the greatest degree. In<br />

the unforgiving wilds, magic is a tool rather than an art form.<br />

What it can do is far more important than how it does it. The<br />

pact of magic teaches that it is a werebear mage's duty to use<br />

his spells to support and aid his lodge. While other spellcasters<br />

may become self-absorbed and consumed by their studies,<br />

these casters must maintain strong ties to the mundane world<br />

and employ their magic with wisdom and care. The pact of<br />

magic's ethos can be summarized as follows:<br />

• Magic is a precious resource which must be shepherded and<br />

controlled. When faced with a situation, your mind should<br />

first move to consider a mundane solution. Your spells are<br />

powerful but limited. If you grow too dependent on them,<br />

soon you will find a moment in which your mightiest<br />

incantation fails to serve you.<br />

• A spell is like a seed planted in the ground. Those that grow<br />

slowly but bloom for a season are more easily appreciated<br />

than those that grow, bloom, and die in a moment. The spells<br />

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that remain within the world for the longest time are more<br />

useful than those that solve your problems for but a moment.<br />

• A spell is a tool – one that has its genesis in mystic forces, but<br />

a tool nonetheless. Study magic to produce more useful tools;<br />

aim your studies to find how best to solve problems the lodge<br />

faces, and defeat enemies that threaten it.<br />

Sorcerers and wizards form the vast majority of this pact's<br />

followers, though a few clerics and druids who emphasize their<br />

magical talents over their other skills also follow it. Not all<br />

spellcasters embrace this pact; in particular, those who prefer<br />

flashy, destructive spells such as fireball often find other pacts<br />

more to their liking. Some wizards prefer the pact of fury, as it<br />

better encompasses their belief that superior firepower is the<br />

key to overcoming any obstacle. However, as werebear<br />

spellcasters age and mellow, they tend to come around to this<br />

pact's views. Members of this pact wear robes scribed with<br />

short commentaries on the uses of their spells. These garments<br />

remind their wearers that how they use their magic today will<br />

echo throughout the lodge's history and one day will determine<br />

the legacy they leave behind in this world.<br />

The Pact of Tree and Glade: The favored ethos of werebear<br />

druids and rangers and perhaps the most popular pact of them<br />

all, this philosophy holds that the defense of the forest realms is<br />

the highest calling a werebear can answer. Magic, skill at arms,<br />

and diplomacy are all useful talents, but they orbit the central<br />

concern of werebear culture: the woodlands' health and<br />

prosperity. Unless they can serve their central mission, these<br />

studies are useless. Werebears must dwell within the forest, learn<br />

its ways, and give their lives to preserving it.<br />

The pact of tree and glade casts werebears as not only the<br />

guardians of the forest, but as its caretakers and shepherds as<br />

well. Defending the forest requires an active hand in sculpting<br />

its development and preparing it to stand against attackers. For<br />

example, followers of this pact may plant and tend to thorny<br />

bushes at the outer edges of the forest to help dissuade<br />

intruders. They might plant poisonous herbs and roots amidst<br />

stands of leafy ferns and other edible flora with an aim towards<br />

punishing those who exploit nature without care for preserving<br />

it. In their view, a skilled woodsman would easily avoid<br />

poisonous roots or evade thorny plants. Anyone fool enough to<br />

fall victim to these ruses should not have been in the forest in<br />

the first place. The pact's beliefs can be summed up as:<br />

• The forest is our home and our fortress. Too many of us are<br />

content to leave the woods alone while trying to defend<br />

them. Instead we must treat our realm as a verdant fortress,<br />

one that can repel attackers and defeat our foes if only we<br />

tend to it and direct its growth. Nature is a slumbering giant<br />

who, with our guiding, benevolent influence, can awaken to<br />

become a mighty force.<br />

• All actions we take must be measured in terms of the forest's<br />

continuing health and prosperity. If we fight our enemies, we<br />

must consider if this act extends our realm's life or merely<br />

satisfies our battle lust. If we do business with men and<br />

elves, we must determine if they share our goals or merely<br />

seek to use us as convenient tools.<br />

• All folk we meet must be judged in terms of the forest's<br />

future and its health. We cannot allow personal feelings of<br />

fellowship or a person's actions beyond the borders of our<br />

realms to affect how we weigh their actions. The world<br />

beyond our realm is not our concern. Only when and where<br />

it interacts with our concerns should we pay it any mind.<br />

As this pact is common among werebears, its emphasis on<br />

isolation, absolute standards, and active defense frequently<br />

brings the werebears into conflict with their neighbors. The<br />

rangers, druids, and others who follow it are stern and<br />

judgmental, prone to scorn the folk of the outside world and<br />

enforce their stringent plans for the wilderness's health and<br />

defense on sprites, elves, and other creatures that share the<br />

woods with them. In their mind, most objections to their ideas<br />

are based on shortsighted cowardice; those with the moral<br />

vision necessary to understand the underlying issues can see<br />

their inherent wisdom. This inflexible attitude causes many<br />

conflicts within the wilderness, and the werebears often learn<br />

the hard way that diplomacy is a handier tool than blind faith.<br />

The Pact of Words: While werebears are most concerned<br />

with the health and future of their woodland homes, this duty<br />

requires them to frequently make contact and negotiate with<br />

their neighbors. The elves that live in a forest do not simply<br />

accede to the werebears' wishes, while the humans, dwarves,<br />

gnomes, and halflings who dwell within or near the forest<br />

may seek to use it without unnecessarily exploiting it. Not<br />

every problem can be solved with a battleaxe or spell,<br />

requiring the werebears to learn how to negotiate with their<br />

neighbors and live peacefully with them. While some lodges<br />

are isolated from civilization and only rarely worry about<br />

diplomacy, most need to balance their duty with their<br />

neighbors' plans and desires. Since werebears are good<br />

aligned, they only resort to deadly violence against other good<br />

creatures as a last resort. They may use threats and non-deadly<br />

attacks to handle such creatures, but in general they first try<br />

to employ diplomacy to resolve conflicts with them.<br />

Werebears who serve as spokesmen and diplomats follow the<br />

pact of words. This pact holds that violence is the last resort in<br />

any situation, save when peaceful overtures are met with an<br />

attack. Furthermore, its members take a dim view of what the<br />

werebears see as inherently evil races, such as goblins, orcs,<br />

trolls, and other marauding humanoids. The werebears'<br />

fanaticism and resolution trump their desire for peace when<br />

dealing with such foul creatures.<br />

The pact of words holds its members up to the following<br />

standards of behavior:<br />

• Words are more potent than weapons, though they must be<br />

used with care. Enemies can be rendered impotent with a<br />

few carefully chosen overtures of peace, but by the same<br />

token you will meet those who will turn your words against<br />

you. Speak carefully, and if confused or suspicious, seal your<br />

mouth until those doubts pass.<br />

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• Only a fool debates with a rainstorm; only a madman argues<br />

with a wall. Some creatures you meet are irredeemably evil.<br />

Do not waste words with the goblin folk and their kin, or<br />

with those who lay waste to our homes. Let the warriors'<br />

axes and swords speak in your stead.<br />

• Your word is your honor. Do not promise that which you<br />

cannot deliver; do not accept that which you cannot take.<br />

When you speak for the lodge, you lose your individual<br />

identity and become a mouthpiece for the sentiment of<br />

the group.<br />

Few werebears follow this pact, but those who do tend to be<br />

bards, rogues, or paladins. While most werebears have too<br />

little patience to handle the fine art of diplomacy, at least a few<br />

members of each lodge study this pact's teachings.<br />

Sometimes, older werebears from all pacts and classes drift<br />

onto this path as they age. With the wisdom of their many<br />

years, they see that the simple, violent solution is not always<br />

the best one in the long term.<br />

Werebear Religion<br />

Religion dominates the werebears' lives. Urthar's ancient<br />

agreement with the bears founded their race, and to this day<br />

he continues to guide them in their actions and plans.<br />

Werebears stand out as the only monotheistic race of<br />

lycanthropes, though some werebears, particularly those who<br />

have been corrupted to evil or who have turned their backs on<br />

society, worship other deities. The evil folk among these<br />

outcasts pray to gods of slaughter, warfare, and destruction,<br />

while the good and neutral ones revere deities of strength,<br />

combat, and nature.<br />

Urthar, The Lord of Tooth and Claw<br />

(Lawful Good)<br />

The great lord of bears, Urthar is an odd combination of a god<br />

of war and one of nature. While his primary concern is the<br />

health and prosperity of his woodland realms, he believes that<br />

a powerful, active defense is the best weapon against the<br />

depredations of civilization, beasts, dragons, and other threats.<br />

His followers are fighters, rangers, paladins, and druids who<br />

seek to track down and defeat evil before it can pose a threat<br />

to the natural world. Often, they engage in hunts to track<br />

down hydras, trolls, and similar creatures that engage in<br />

wanton slaughter and destruction.<br />

Urthar is depicted in several different forms. His war aspect is<br />

shown as a towering bear with steel claws and massive,<br />

gleaming fangs. He is as tall as a mountain and is said to be<br />

strong enough to crush three fire giants in his mighty grip at<br />

once. In his role as defender of the natural world, he is shown<br />

as a green bear with vines and flowers sprouting throughout<br />

his fur. <strong>Fina</strong>lly, in his part as a caretaker of the woods, he is a<br />

brown bear with thick fur usually accompanied by many<br />

smaller, defenseless forest creatures. Urthar's worshippers see<br />

in these aspects the different roles they must master to serve as<br />

effective caretakers and defenders of the forest.<br />

Ethos: Defend the forest with sword, bow, and spell. Nature is<br />

a precious object that is a frequent target of the forces of evil.<br />

Orcs, trolls, ogres, and other evil creatures are aberrations that<br />

must be destroyed. Otherwise, they would gladly lay waste to<br />

the wilderness and twist it to their evil goals.<br />

Followers: The vast majority of werebears worship Urthar, as<br />

do a number of elf, human, gnome, and dwarf rangers and<br />

druids. Typically, his non-werebear adherents are every bit as<br />

militaristic and aggressive as Urthar's children in defending the<br />

wilderness regions they call home. Sometimes werebear lodges<br />

accept such individuals as honorary members, especially if<br />

they have proven themselves in battle.<br />

Symbol: A clawed bear paw.<br />

Favored Weapon: Battleaxe<br />

Domains: Animal, Plant, Strength, War<br />

WEREBOARS<br />

Wereboar Culture<br />

'When encountering wereboars in the forest, it is best to remain<br />

out of sight and wait for them to pass along. They are quick to<br />

anger and exult in battle. Even worse, you may have to endure<br />

a conversation with them.'<br />

- Common wood elf advice concerning wereboars<br />

Of all the lycanthrope races, wereboars stand out as the<br />

crudest, simplest, densest, and rowdiest of the lot. Werewolves<br />

may be more savage, werebears stronger, but none can match<br />

wereboars for their obstinacy, loutish behavior, and propensity<br />

for drunkenness. While they are frequently the subject of<br />

amusing stories and crude jokes concerning their stupidity,<br />

when aroused they are terrible, implacable foes. Wereboars<br />

dwell at the edges of civilization, subsisting in the wilderness<br />

that forms the border zone between human kingdoms and the<br />

broken wastelands controlled by orcs, ogres, and other evil<br />

humanoids. In these unforgiving lands the wereboars flourish,<br />

indulging their appetites for food, drink, and battle as<br />

frequently as possible.<br />

Wereboar settlements can be frustrating for humans to handle.<br />

Werewolves present a simple challenge: exterminate or drive<br />

them away, or risk continual attacks. Wererats leech<br />

civilization's crafts and goods, and their motives and plans<br />

make them easily classified as enemies. Wereboars present a<br />

murkier situation. A family of these beasts might wander into<br />

town with a sack full of gold taken from a defeated ogre. At<br />

first, the merchants and innkeepers welcome them with open<br />

arms. The dense lycanthropes waste their cash on amusing<br />

toys, shoddy goods, cheap whores, and the worst ale the<br />

taverns have to offer.<br />

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After a few days, though, things take a turn for the worse. A<br />

barbarian's simple insult triggers a near riot as the wereboars<br />

savagely trounce every last brawler in a tavern thanks to their<br />

immunity to most normal attacks. The next day, they<br />

accidentally knock over a wooden watchtower while<br />

drunkenly chasing each around town in boar form. A few days<br />

later, more wereboars show up to take part in the fun. After all,<br />

their kin could not possibly have run off with a sack of gold<br />

and no intention of sharing it. Soon, the clan has taken over a<br />

poor innkeeper's business. Where once the wereboars gladly<br />

handed over coins for food and drink, they now growl<br />

menacingly and loudly ask their kin how many tankards they<br />

think they can break over their head before passing out. After<br />

a week or so, the ale dries up, the best food is eaten, and the<br />

cheap hookers run so low on rouge that even the wereboars<br />

lose interest in them. Once again, the clan heads back out to<br />

the hills and life in their simple, crude settlements. A visitor to<br />

town shortly after would swear that an orc horde invaded,<br />

looted the place, and moved on to greener pastures.<br />

Wereboars take after their animal kin not only in terms of<br />

strength and temper, but also in their social dealings. Simply<br />

put, a wereboar fails to see anything wrong with jumping headfirst<br />

from a tavern's rafter into the bar to see which is stronger,<br />

the bar or his skull. Wereboars often resemble hyperactive<br />

children with poor impulse control and the strength and<br />

endurance of professional wrestlers. They usually mean no<br />

harm. A wereboar may head-butt someone as an odd form of<br />

saying hello, and may be genuinely alarmed when his friend<br />

falls over unconscious. Sometimes, though, the wereboar's<br />

anger and love of conflict can put them at odds with their<br />

civilized neighbors. A perceived insult is enough to send these<br />

creatures into a frenzy of destruction, with the poor objects of<br />

this anger likely baffled as to why a family of wereboars has<br />

decided to spend their mornings flinging offal at the town walls.<br />

Again, these challenges rarely descend into deadly violence, but<br />

to the wereboars a few broken bones are no more than a<br />

temporary inconvenience.<br />

To wereboars, life is about fun, conflict, and satisfying their<br />

hungers. With their low intelligence, they typically fail to<br />

understand that humanoids such as humans or orcs could<br />

look at the world in a different way.<br />

Too Tough to Die<br />

'Now, remember that if you wanna take a big run at someone<br />

and gore 'em with your tusks, you gotta make sure you is in the<br />

right shape. Pick yer snout with your left hand. If you kin do it<br />

'cause you got fingers, you're in softie shape and gotta change.<br />

If you can't, ya got your tusks in order. And if ya runnin' at a<br />

male human, gouge 'em right between the legs. They hate that.'<br />

- Erdlag Frothmouth, wereboar elder, offers advice to his<br />

grandchildren<br />

Wereboar culture is simple. Strength is a fine tool for proving<br />

one's toughness and prowess, but a stiff back and an iron will<br />

are what make a wereboar admirable. Unlike werewolves, who<br />

use their prowess to assert dominance over the rest of the<br />

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Chapter One: Lycanthropic Races<br />

pack, wereboars live an egalitarian existence. Disputes among<br />

these creatures typically splinter them into smaller factions, as<br />

the wereboars' legendary stubbornness prevents them from<br />

reaching a consensus or forming a clear, stable hierarchy of<br />

power. Wereboars do what they want as individuals. They<br />

tread their own path rather than do what some self-important<br />

bully tells them to. The wereboars' attitudes can be summed<br />

up in a few, simple tendencies:<br />

• If it feels good, go ahead and do it. Life is too short to sit<br />

around worrying about consequences.<br />

• Never back down from a challenge. All the strength in the<br />

world is wasted if you don't have the spine to use it.<br />

• Keep your own counsel. Only a fool lets others tell him what<br />

to do, and only a slave allows them to force him into anything.<br />

Wereboars are self-centered, self-absorbed, and stubborn to the<br />

extreme. They focus on their own immediate wants and needs<br />

and rarely stop to consider the consequences of their actions,<br />

particularly in terms of how they affect other creatures. They<br />

tend to focus in on a single goal, trait, or idea and pursue it with<br />

focused, tunnel vision. Like a wild boar charging towards a<br />

target, once a wereboar puts his mind to something, few means<br />

short of physical restraint can stop him in his pursuit of it.<br />

The Curse of Hands<br />

and Feet<br />

Wereboars can trace their genesis to the ancient days before the<br />

rise of the kingdoms of men, elves, and dwarves. In those times,<br />

humanoids huddled in caves, relied on simple spears and stone<br />

axes for defense, and knew little of the arts of magic or metal<br />

craft. The gods walked the land, surveying their creations and<br />

molding the world to their whims. The first animals ran wild<br />

and free, as the forests, swamps, and mountains stood<br />

unfettered by the cities, towers, and villages of civilization.<br />

One day, the god of magic rode through the forest upon a great<br />

horse of steel and steam he had forged with his magic. A great<br />

boar, acknowledged as the ruler of the forest by the animals<br />

that dwelled there, was napping peacefully when the clank,<br />

wheeze, and whistle of the mechanical horse awakened him. At<br />

first, the great boar tried to go back to sleep. Each time his eyes<br />

finally settled shut, the metal horse unleashed a great creak,<br />

bang, or crack. Slowly, the boar's blood boiled. He paced back<br />

and forth, obstinate in his desire to sleep. <strong>Fina</strong>lly, his rage<br />

spilled over. God or not, no one was going to disturb his rest.<br />

With a great snarl, he bowled through the forest and bore down<br />

upon his tormenter. He leapt from the brush, thundered into<br />

the metal contraption, tore through its metal belly, and sent the<br />

god of magic tumbling feet over head on to the ground.<br />

The boar bellowed in triumph, pausing between roars to kick<br />

the now shattered machine's crumpled form. The god of magic<br />

stood up and glared at the boar. What punishment could<br />

possibly be harsh enough for this impudent beast? Merely<br />

smiting him with a spell would prove to be less than<br />

satisfactory, as the god of magic was a wily soul who delighted<br />

in demonstrating his clever mastery of magic. As he watched<br />

the foul boar caper in triumph, his plan came together. With a<br />

few simple gestures, he called upon his power and placed a<br />

tremendous curse upon his attacker. Calling upon the<br />

formulae used to curse the wererats and the weretigers, he<br />

transformed the boar into a lycanthropic creature that would<br />

turn into a human. As part of the curse, the boar immediately<br />

turned into its human form. The god of magic laughed at the<br />

boar, telling it that could no longer run through the forest and<br />

wreak havoc with its tusks.<br />

The boar, now in human form, hopped about in anger. This<br />

change was wholly unacceptable. With a blistering stream of<br />

curses, he swore to prove the god of magic wrong. In his new<br />

form, he cried, he could cause even more damage. Gritting his<br />

teeth, he lined himself up with a great oak tree, dropped into<br />

a crouch, and sprinted towards it head first. With a dull thud,<br />

he hit the tree, stumbled backwards two steps, and fell to the<br />

ground knocked clear of his senses.<br />

The god of magic chuckled, reflected on how the boar's words<br />

were all too true, and continued on his way. Ever since, the<br />

wereboars have plagued the world with their stubborn,<br />

reckless anger.<br />

The wereboars call their peculiar form of lycanthropy the curse<br />

of hands and feet, a reference to the transformation from their<br />

hoofed, boar form to their humanoid one. Wereboars consider<br />

their human form weak but useful. They typically spend their<br />

time in animal form, but even they recognize that hands can<br />

be useful. In their native realms, they build simple, ramshackle<br />

huts and sometimes gather the energy and dedication to tend<br />

small gardens and keep herds of sheep and cattle. Wereboars<br />

master Common for use among themselves, as they lack the<br />

intelligence and talent to create a language of their own. Some<br />

wereboars spend so much of their youth in animal form that<br />

they never learn to speak. Even in human form, they grunt and<br />

howl to communicate. Wood elf hunters tell stories of tricking<br />

a wereboar into thinking it is in human form while it is in its<br />

animal guise simply by speaking to it and treating it as a<br />

humanoid. The elves claim they can confuse a wereboar to the<br />

point it changes into humanoid form and attempts to charge<br />

and gore them, though they never repeat such stories within<br />

earshot of those lycanthropes.<br />

Beast, Man, Bestial Man<br />

Of all the lycanthropes, wereboars exhibit the greatest blurring<br />

between their human and animal sides. Wererats, werebears,<br />

and other creatures see their ability to transform as an asset or<br />

a mark of their special status and recognize that their different<br />

shapes have different strengths and weaknesses. Even<br />

Clawrunner werewolves grudgingly acknowledge that<br />

changing into human form is sometimes a useful stratagem in<br />

stalking prey. Though they hate their human side, they would<br />

not prance about the wilds in human form or try to rend and<br />

tear a foe with their humanoid teeth. In contrast, wereboars<br />

make no distinction between actions they make as humans or<br />

animals. Obviously, they are seldom so dense that they forget<br />

they can talk as humans or make similar blunders, but they<br />

carry themselves in social situations and arrange their<br />

humanoid dwellings with their boar nature in mind. A<br />

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Chapter One: Lycanthropic Races<br />

wereboar may think nothing of relieving himself while<br />

speaking with a band of travelers, dropping to all fours and<br />

eating a hunk of food discarded on the ground, or going<br />

months without bathing. To these lycanthropes, what works<br />

for them in animal form is usually just as well in human shape.<br />

This attitude makes it difficult for wereboars to associate with<br />

humanoids that are not of their kind. They have tremendous<br />

difficulty picking up subtle hints or obeying social conventions.<br />

Wereboars have little sense of what is expected from them in a<br />

human settlement, and do not care enough about social mores<br />

to obey them. Most of the time, they simply follow the cues of<br />

those around them if it suits them. If a wereboar walked into a<br />

riot, he would likely join in the fighting, destruction, and<br />

looting. He would do this not out of any sense of malevolence,<br />

but merely because he saw that as the proper thing to do and<br />

wanted to have some fun indulging in what strikes him as one<br />

of society's few enjoyable pursuits. After all, if it was wrong to<br />

riot, would the townsfolk be doing it? This tendency does not<br />

mean a wereboar betrays its inner moral compass at the drop<br />

of a hat. In the case of a riot, the theft and destruction of<br />

property is so widespread that it seems like what passes as<br />

normal behavior. A wereboar would not mindlessly follow the<br />

example set by an evil cleric just to fit in with the priest's gang<br />

of robbers, unless he saw the alliance as useful or beneficial.<br />

Wereboars behave in this manner for two basic reasons. The<br />

nature of their origin squarely casts them as animals that can<br />

achieve human form. Their boar nature shines through in all<br />

their forms, and most wereboars feel most comfortable when<br />

living as an animal. More importantly, wereboars are<br />

notoriously stubborn. They behave in this manner because<br />

they refuse to surrender their natural tendencies to society's<br />

demands. True, a wereboar may endure society in small doses<br />

and he can pick up actions and attitudes that strike his fancy,<br />

but at his core he cannot bear to relinquish the animal core of<br />

his being. According to wereboar tradition, this steadfast<br />

refusal to compromise is what allows them to hang on to their<br />

animal nature despite the curse of hands and feet. Without<br />

their stubborn natures, they believe, wereboars long ago<br />

would have become mere men. Thus, they cling to their roots<br />

and refuse to wholly turn their backs on their heritage simply<br />

to better fit in with society.<br />

Wereboar Organization<br />

Wereboars form family groups, known as clans, centered on a<br />

simple matriarchal system. Each clan is led by the eldest female<br />

in its family line, with her daughters dwelling with or near her<br />

along with their husbands and children. The men are expected<br />

to build homes for the entire extended family, though given the<br />

wereboars' simple nature and lack of sophistication anything<br />

more than a teetering shack is beyond their capacity. Otherwise,<br />

the wereboars split most chores equally. Female wereboars are<br />

every bit as strong, tough, and hardheaded as their male<br />

counterparts. In addition, the wereboars' sense of cleanliness<br />

and decorum crosses the gender line, with both male and<br />

female wereboars engaging in equally obnoxious behavior.<br />

Children hold a peculiar place in wereboar society. While these<br />

lycanthropes are typically disorganized, undisciplined, and<br />

self-centered, in matters involving their children they display<br />

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Chapter One: Lycanthropic Races<br />

radically different behaviors. Wereboars take great pride and<br />

joy in their young and defend them with the exuberant, wild<br />

energy of a howling fanatic. Wereboars measure their prestige<br />

and accomplishments not in terms of their homes, the foes<br />

they defeat, or the goods they own, but the health, strength,<br />

and accomplishments of their children.<br />

Wereboar men spend much of their youth preparing to<br />

demonstrate their worthiness as a husband or mate, hoping to<br />

find a suitable wife from a clan that holds lands and resources<br />

conducive to raising children and with a long tradition of<br />

producing tough, respected heirs. Usually, they engage in<br />

adventures to prove their strength and toughness over their<br />

fellows and acquire treasure and other valuables. This drive<br />

often leads young wereboars to interact with civilization, as<br />

they seek to test themselves and prove their worthiness. Many<br />

of the wereboars adventurers encounter are engaged in such a<br />

quest, and once a wereboar marries and settles down he rarely<br />

leaves home unless a compelling opportunity or daunting<br />

threat forces him away from it.<br />

The wereboars' emphasis on raising and protecting their<br />

children can lead to tension and conflicts with their neighbors.<br />

Since a wereboar is measured by the health, well being, and<br />

accomplishments of his young, anything that may paint him as<br />

a poor parent is a crippling shame. Given that wereboars have<br />

short tempers and are inflexible once they make a decision or<br />

seize a belief, this creates a potentially explosive situation. If a<br />

young wereboar goes missing, his parents or relatives might<br />

blame a nearby town based on flimsy evidence at best. The<br />

youngster could have slipped into town on his own to explore<br />

the place. The wereboars, enraged at the perceived crime once<br />

they decide that the humans are to blame, march upon the<br />

town and demand their youngster's return, threatening to<br />

attack the settlement if their demands are not meant. The<br />

townsfolk can truthfully claim ignorance, but unless a great<br />

orator lives among them, chances are good that the wereboars<br />

will ignore even the most compelling arguments. In this<br />

manner, many of the conflicts between wereboars and civilized<br />

folk have been incited by simple misunderstandings, the<br />

wereboars' ignorance of civilization, and their resistance to<br />

even the most reasonable arguments.<br />

The wereboars' weakness is easily exploited by evil warlords<br />

and other ambitious villains. By taking a few wereboar children<br />

hostage, a would-be conqueror can force a lycanthrope<br />

community to obey his commands. Even the wereboars'<br />

renowned stubbornness collapses when their children are at<br />

risk. A group of wereboars that suddenly becomes aggressive<br />

towards travelers may be under a villain's thumb, but their<br />

legendary pride and obstinacy typically prevent them from<br />

admitting their crisis and seeking help.<br />

Within wereboar society, children are coddled, spoiled, and<br />

catered to at every turn. Those few sages who have studied<br />

wereboars conclude that they exist under a tyranny of the<br />

young. A child's every demand is treated like the dictate of an<br />

absolute monarch, though luckily wereboar children are<br />

usually too dense and rambunctious to take note of their<br />

status. Oddly enough, wereboars tend to view children other<br />

than their own as annoying pests. These attitudes lead to a<br />

strange situation where a wereboar youngster is spoiled by his<br />

parents but sharply disciplined by the other boars in the<br />

community. A group of adventurers who seek to negotiate with<br />

a group of wereboars may be put into the odd position of<br />

indirectly answering to the clan's children, who make<br />

demands of the travelers that their parents then support.<br />

This love of children changes as a youngster grows older.<br />

While coddled in their youth, young adult wereboars are<br />

expected to make something of themselves and prove their<br />

value not only to their parents, but to the clan as a whole.<br />

Since the elder wereboars count on their children to make<br />

something of themselves, there is tremendous pressure to<br />

adventure, uncover a fortune, or find a worthy mate and<br />

produce many children. Ideally, a young wereboar will meet all<br />

three of these goals. This cultural pressure pushes wereboars<br />

to explore the world and interact with civilization, to the<br />

frequent chagrin of the folk they visit.<br />

Wereboar Settlements<br />

The typical wereboar settlement is a collection of rude,<br />

tumbling shacks crafted from logs, cast off lumber, and<br />

wreckage scavenged from ruins. The wereboars usually find a<br />

spot near a lake, river, or spring, knock over enough trees to<br />

make a usable clearing, and then set to work building their<br />

huts. Their dwellings are clustered around a single, central<br />

lodge that houses the clan's matriarch and her immediate<br />

family, along with a shrine to the settlement's chosen deity or<br />

deities. Wereboar homes are designed to accommodate both<br />

humanoids and animals. The doors are covered with flaps of<br />

cured leather or cloth, allowing a wereboar in any form access<br />

to the interior. Unskilled in carpentry and too lazy to spend the<br />

time needed to produce enduring work, wereboars build<br />

homes that lack foundations, windows, and even properly<br />

thatched roofs. The wereboars burrow into the dirt floor inside<br />

the hut, creating cozy, warm nests they can rest in while in<br />

either human or boar form. This arrangement is why wereboars<br />

are typically covered in dirt and filth. Due to their minimal<br />

building skills, their huts and shacks serve more to screen their<br />

privacy rather than offer protection from the elements.<br />

The elder wereboars usually erect or claim shacks closer to the<br />

central, main building. Those among the clan who have earned<br />

the matriarch's favor are also granted the right to dwell closer to<br />

her home. The youngest adult wereboars, and those who have<br />

fallen out of the matriarch's favor, are forced to pick dwellings at<br />

the edge of the village. The reason for this arrangement is simple:<br />

The wereboars, being rather lazy and unsanitary, dump their<br />

garbage and waste just outside of their settlement. Those who<br />

live closest to the village's edge are forced to endure daily, fresh<br />

deliveries of offal and garbage just beyond their shack. Even the<br />

crude, simple wereboars can sometimes be overwhelmed by the<br />

sheer stench of their waste. While repellent to most civilized<br />

creatures, this practice does serve a few important tasks. It helps<br />

keep predators and other dangerous creatures away from the<br />

wereboar settlement, as they can scent the lycanthropes from a<br />

great distance and skirt the edge of their dwellings. It also serves<br />

to warn intelligent creatures that they approach a wereboar<br />

village. Elf rangers are known to counsel their apprentices to<br />

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Chapter One: Lycanthropic Races<br />

always skirt around the edges of any clearing or region of forest<br />

that smells like an open sewer. While forest dwellers may not<br />

like the odor, they reason that it serves to keep them from<br />

blundering into a wereboar camp and forced into dealing with<br />

those creatures' crude personalities and hot tempers.<br />

While wereboars are omnivores, they tend to prefer roots,<br />

tubers, and plants while in boar form and meat and grains<br />

while in humanoid guise. In the wilderness, they rely on their<br />

scent ability to uncover roots, mushrooms, and tubers that are<br />

located beneath the soil or in dark, shadowy areas of the<br />

woods. Some wereboars track down rare or exotic foods to sell<br />

in nearby towns, using the coins they earn to buy roasted<br />

meat, ale, and other human fare that, to the rustic wereboars,<br />

seem like rare delicacies. Usually, merchants who deal with<br />

wereboars try to steer them to other settlements to spend their<br />

earnings, lest his neighbors turn their anger at the wereboars'<br />

boorish behavior against the merchant.<br />

Since wereboars have a much easier time uncovering food that<br />

appeals to their animal form, they usually attend feasts and<br />

dinners in their boar shape. A starving traveler could be taken<br />

into a boar camp only to find that the victuals they have on<br />

hand are unsuitable to him. This tradition can sometimes lead<br />

to comic misunderstandings, as a rustic wereboar arrives at a<br />

feast held in a local town in boar form.<br />

The one exception to the wereboars' tendency towards roots<br />

and tubers in the wild is their love of moonshine. Every<br />

wereboar settlement has a large, crudely built still that produces<br />

potent, though nearly unpalatable, moonshine. In some cases,<br />

individual wereboars construct their own hidden stills in the<br />

woods to build up a personal stash of booze. Even the stoutest<br />

dwarf has to choke back tears the first time he downs a shot of<br />

this rotgut. No wereboar gathering, from a community council<br />

to a simple meeting between friends, is complete without a jug<br />

of moonshine. Visitors, especially humans and elves, are<br />

expected to drink along with the boars. Failure to do so is a dire<br />

insult that can only be answered with a fistfight.<br />

Within the settlement, the matriarch holds as much authority<br />

as is possible over a bunch of rowdy, willful hillbillies. In<br />

general, wereboar women hold most of the authority in their<br />

settlements. The men claim that this is because they don't care<br />

enough to make decisions. The women can run things because<br />

it makes them happy and keeps them out of their hair. The<br />

situation is simpler but more embarrassing than that. Wereboar<br />

women have been known to withhold sex from their mates to<br />

get their way in an argument. Just as wereboars love to indulge<br />

in food and drink, their men folk maintain an almost constant<br />

state of lust. The matriarchy's power insures that any attempt at<br />

rape is met with a swift, brutal lynching. More importantly,<br />

wereboar cultural tradition holds that the children produced by<br />

such a union are invariably sickly, weak, and twisted in body<br />

and mind. Owing to their deep attachment to their children<br />

and the honor found in siring prosperous heirs, none but the<br />

most black-hearted villain among wereboars would commit<br />

rape. Thus, it should come as no surprise that wereboars are<br />

such crude, lascivious drunkards. Many of them who visit<br />

civilization are driven there for a few days by wives who freeze<br />

them out of their shared burrow. After a few days of pouting<br />

and a couple of brawls to work out his anger, a male wereboar<br />

returns to his settlement, usually clutching a few half-dead<br />

flowers, to beg forgiveness.<br />

During times of war or any other direct threat to the settlement,<br />

the wereboars equally shoulder the responsibility of defending<br />

their homes. From the eldest female to the youngest adult male,<br />

the wereboars either fight in their animal forms or build crude<br />

shields and clubs to defend themselves. Wereboars are fearless<br />

in battle, at least in part due to their ability to shrug off damage<br />

inflict by most weapons. The appearance of a silvered blade or<br />

powerful spellcaster can put a twinge of fear into any wereboar,<br />

though few are willing to admit it. The settlement's greatest<br />

concern is the health and well-being of its young. Wereboars<br />

have been known to set aside their crude manners and fragile<br />

tempers to negotiate with a nearby city or town in the face of<br />

grave danger. In return for protecting their children by<br />

sheltering them in a castle or keep, the wereboars offer their<br />

services as allies in battle. With their impressive strength and<br />

lycanthropic abilities, they make valued soldiers.<br />

Wereboar Religion<br />

Given that wereboar civilization is simple and crude, it follows<br />

that their religious practices should be similarly basic. However,<br />

in truth wereboars practice a lively, vibrant religion with a rich<br />

cultural tradition. Much of their daily lives are ruled by the<br />

cultural and religious dictates that shape their culture, though the<br />

casual eye fails to note their influence. Their religion forms many<br />

of the unstated tendencies and prejudices that wereboars operate<br />

under. They refuse to back down from their beliefs, engage in<br />

what others see as crude, uncivilized behavior, and obey the<br />

dictates of their matriarchs primarily because of a religious<br />

tradition that serves to bring order and calm to a society<br />

inhabited by emotional, angry, and temperamental creatures.<br />

The core of wereboar religion is centered on a simple, druidic<br />

code of conduct. Their pantheon teaches that as a result of the<br />

magic that created them, the wereboars must walk the fine line<br />

between descending utterly into savagery and turning their<br />

backs on their animal nature. While their settlements and<br />

actions strike civilized folk as crude and repellent, to<br />

wereboars their attitudes and actions merely reflect faithful<br />

adherence to their boar roots. This effort to maintain their<br />

heritage extends to their possessive concern for their offspring.<br />

Wereboars worry that each successive generation will wander<br />

further from its roots until one day the wereboars are<br />

indistinguishable from the humanoid species or the boars of<br />

the natural world. Much of the prestige placed on raising<br />

successful children is attached to how closely they maintain<br />

themselves in accordance with wereboar tradition.<br />

Wereboar religion is also underscored by a continual strain<br />

between personal freedom and duty to one's parents, traditions,<br />

and the clan. When humanoids deal individually with<br />

wereboars, they can be maddeningly impulsive. Yet, taken as a<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 15


16<br />

Chapter One: Lycanthropic Races<br />

group they are tradition-minded, predictable, and prone to<br />

cleave closely to their established ways. The druids, who are<br />

typically charged as caretakers of the old ways, tend to be a<br />

force for law and neutrality. Other wereboar deities push for<br />

personal glory, strength, and battle. Most wereboar settlements<br />

revere Grootala, the wereboar goddess of fertility and nature.<br />

However, many also pray to a second god, one whose array of<br />

powers and personal ethos more closely match the characters<br />

and tendencies present in the community. Of all the lycanthrope<br />

pantheons, the wereboars' has the greatest number and diversity<br />

of gods. While other werecreatures tend to follow the same,<br />

narrow range of gods within their pantheon, wereboar deities<br />

come from a much broader range of alignments, philosophies,<br />

and goals. A religiously charged wereboar settlement could be<br />

anything from an armed encampment of would-be conquerors<br />

to a commune of peaceful druids who tend to the forest and<br />

offer food and healing to travelers.<br />

Wereboar Pantheon<br />

Wereboars worship their own range of gods, but those among<br />

them who seek their fates outside of their crude encampments<br />

have been known to pray to the gods of men, dwarves, orcs, and<br />

other races. Typically, wereboars are drawn to gods of strength,<br />

toughness, nature, and debauchery.<br />

Within a wereboar settlement, the largest building serves as a<br />

shrine to the gods the lycanthropes pray to. Normally, this<br />

building is of higher quality and more careful construction<br />

than the shacks that surround it. It is divided into two halves,<br />

one portion serving as the living quarters for the settlement's<br />

matriarch and her family and the other as a series of shrines to<br />

the wereboar gods. The vast majority of villages have a single,<br />

large shrine to Grootala which serves as a communal meeting<br />

hall and a place to pray to the goddess. If the wereboars<br />

worship additional gods, they build smaller shrines to them<br />

that ring Grootala's temple.<br />

Grootala the Mother (Neutral)<br />

The most powerful and commonly worshipped goddess of the<br />

wereboars, Grootala is depicted in her humanoid form as a<br />

towering giant with blunt, long tusks, stringy dark hair, and<br />

glowering eyes. She wears a simple peasant's dress and usually<br />

has several young wereboars cradled in her arms and gathered<br />

at her feet. In her boar form, she is a titanic beast the size of a<br />

mountain, with razor sharp mithral tusks. Grootala is the great<br />

mother, a goddess of fertility, nature, and childcare. Her<br />

teachings from the basis of much of wereboar culture, as she<br />

commands her followers to preserve nature and their bestial<br />

side while using their lycanthropic abilities to defend their<br />

settlements and care for their children.<br />

Ethos: Tend to your children, for they are the future and must<br />

be prepared to take your place on day. Remember your roots.<br />

Never allow the demands of civilization to overwhelm the<br />

animal that dwells within you. Hold on to your beliefs and<br />

views, especially the traditions of the faith.<br />

Followers: Most wereboars who dwell with their clans worship<br />

Grootala. Pariahs, wanderers, and other outsiders may stray<br />

from her path for a time, but only wereboars who follow the<br />

path of evil do not offer her at least the most basic prayers.<br />

Symbol: A stylized boar with long, curved tusks, usually<br />

carved in a wooden disk.<br />

Favored Weapon: Club.<br />

Domains: Animal, Plant, and Protection.<br />

Korthorax the Smasher (Neutral Evil)<br />

Normally depicted as a black, demonic boar with hissing snakes<br />

in place of his tusks, Korthorax is a demon lord who represents<br />

the pure, unbridled rage and destructive impulses that course<br />

through all wereboars. While most of these lycanthropes indulge<br />

in these tendencies only when provoked, Korthorax eternally<br />

howls and boils with anger. He urges his followers to surrender to<br />

their tempers and react with violence to the merest provocation.<br />

Wereboars who follow him are usually evil berserkers, fearsome<br />

marauders who have developed a taste for wanton slaughter and<br />

destruction. Usually, these wereboar settlements set their sights on<br />

the nearest human settlement, descending to slaughter the<br />

civilized folk and carry off their goods. Korthorax's faith has a<br />

strong racist core, as he and his clerics teach that wereboars are<br />

the true masters of the forest realms.<br />

Korthorax's berserkers reserve a particular hatred for werebears.<br />

Their destructive aims bring them into direct conflict with those<br />

ursine guardians of the land. If a werebear is active in a region,<br />

Korthorax's clerics gather minor demons and their wereboar<br />

followers together to exterminate him before he can pose a<br />

threat. For their part, werebears take great joy on crushing this<br />

demon's followers in their powerful arms.<br />

Ethos: Strength is the all, and he who can apply his strength has<br />

the right to rule. Take what you want, regardless of the<br />

consequences. If your victims were strong enough to resist your<br />

attacks, they would be worthy of their lives and possessions.<br />

Followers: Small bands of wereboars fall into Korthorax's worship<br />

when their relationships with civilized folk take a turn for the<br />

worse. Sometimes, this is a reaction to aggressive settlement or<br />

even attacks by humans, orcs, and other races. Other times, a<br />

cleric of this foul god places himself within a community or<br />

converts a few younger wereboars who lack the wisdom to see<br />

beyond the gifts their strength and toughness offer them.<br />

Symbol: A human skull with two serpents emerging from its<br />

eye sockets.<br />

Favored Weapon: Greataxe.<br />

Domains: Destruction, Evil, Strength.<br />

Morgog Moonsinger (Neutral Good)<br />

Whenever wereboars gather to hoist a few drinks and indulge<br />

their legendary appetite for alcohol, Morgog Moonsinger<br />

smiles in satisfaction. In ages past, he introduced the joys of<br />

strong drink to the first wereboars and taught them the secrets<br />

of constructing their own stills and producing their<br />

notoriously strong moonshine. Since that time, the wereboars<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


have used their noxious brew to mark special events, celebrate<br />

victories and harvests, and greet visitors to their camps. All but<br />

the cruelest wereboars offer prayers to Morgog, though few<br />

pursue his worship as clerics.<br />

Morgog Moonsinger is depicted as a large, fat boar, usually with<br />

his snout buried in a foaming mug of ale or a large barrel of<br />

moonshine. In his humanoid form, he is a short, fat human with<br />

a balding head, stringy goatee, and large, blue eyes. He wears a<br />

green jacket, white shirt, and loose green pants. All his clothes<br />

are invariably stained with gravy and drink, and he carries a clean<br />

fork and knife in his breast pocket. Morgog is a great prankster<br />

and epicure, his appetite for drink matched only by his<br />

boundless gullet. Legends tell of his great binges in which he ate<br />

every last meat pie in a great human empire, or the time he drank<br />

an entire sea dry. While Morgog loves to eat and drink, he is by<br />

no means a glutton. He believes in sharing food and wealth with<br />

all. Typically, such tales are attached to great pranks he pulled or<br />

challenges issued to him by foolhardy mortals or rival gods.<br />

Morgog urges his followers to spread joy and fellowship to the<br />

world, usually by sharing a fresh jug of wine or a bucket of<br />

moonshine. His clerics organize great parties in the forest.<br />

Sprites, satyrs, and other faerie folk join the wereboars in<br />

guzzling liquor, devouring food, and establishing ties between<br />

them that bring them together in fellowship during difficult<br />

times. To Morgog, every difference between reasonable<br />

creatures can be resolved after a few pints of ale.<br />

Ethos: Find joy in life, not only for yourself but also for others.<br />

Share your good fortune with friends and strangers, and in<br />

doing so spread happiness to all.<br />

Followers: Most wereboars pay homage to this deity, especially<br />

youths who have not yet married and are free to play and<br />

cavort as they wish. All wereboars who maintain a still and<br />

brew moonshine offer a prayer to Morgog as they prepare their<br />

latest batch of liquor. He gave the gift of alcohol to the<br />

wereboars, and for that reason alone he commands respect and<br />

prayers. Morgog has few clerics. Instead, many brewers and<br />

bards among the wereboars pay homage to him.<br />

Symbol: A laughing pig dancing a lively jig.<br />

Favored Weapon: Club.<br />

Domains: Luck, Travel, and Trickery.<br />

Chapter One: Lycanthropic Races<br />

WERERATS<br />

Wererat Culture<br />

'Do not do today that which someone else can do for you<br />

tomorrow.'<br />

- Wererat proverb<br />

Wererat culture is a study in contrasts. On one hand, they are<br />

highly organized and drilled into strictly defined roles. On the<br />

other, they continually strive to undo their rivals, and they do<br />

more damage to their cause through infighting and jealousy<br />

than any foe has dealt. They love fine wine, good food, and<br />

beautiful art, but wholly lack the inspiration, talent, and<br />

patience to produce any on their own. They are ambitious and<br />

driven, but lack the bravery and determination to see any long,<br />

arduous plans through to their conclusion. In short, wererats<br />

are dangerous, scheming, predatory creatures who are liable to<br />

render themselves weak, docile, and afraid through their<br />

inherent weaknesses. That's not to say that all wererats are<br />

inept weaklings. On the contrary, a cunning rat can forge his<br />

people into a potent force, but all too often the same<br />

characteristics that lead wererats to plot against humanity<br />

push them towards defeat.<br />

The overriding concern of all wererats is simple: How much<br />

can I get for as little effort as possible?<br />

The Luxury of Vermin<br />

'Dear diary,<br />

A most splendid feast tonight, the likes of which should finally<br />

trump the fumbling efforts made by Contessa Verra to displace<br />

me as the queen of the underworld. Fruit pies filched from<br />

Ramune the Master's own kitchen, steaks stolen hot off the plate<br />

from the Silver Dragon Inn, a cask of the duke's finest ale, and<br />

two bottles of Dorwinth wine. Ah, the humans make such fine<br />

workers. This should put down any talk of open warfare. Slaves<br />

toil best when they know not that they work for a master.'<br />

Wererat culture is guided by a simple ethos known as the<br />

luxury of vermin. Its teachings can be summarized in a few<br />

short proverbs:<br />

• Do not do today that which someone else can do for you<br />

tomorrow.<br />

• Human work is best fit for humans. Never debase yourself<br />

by doing it.<br />

• Human work includes anything that requires toil, exertion,<br />

an unnecessary flushing of the cheeks, or sweat of any sort.<br />

• Humans work hardest when they do not realize they work<br />

for us.<br />

In the wererats' view of the world, they are the true masters of<br />

humanity. Beneath human cities, they dwell in fabulous,<br />

hidden mansions decorated with the finest stolen goods. If a<br />

nobleman's mansion is broken into and nothing but a rare<br />

painting, three bottles of the finest brandy, and a fine couch<br />

crafted from mahogany, silk, and plush stuffing are stolen, you<br />

can be sure that wererats are about. The creatures are sybarites<br />

of the first order, seeking pleasure in all things yet avoiding<br />

work with the same sterling, relentless dedication that a<br />

paladin uses to pursue evil. Naturally, as creatures of leisure<br />

they face a daunting task. They want the finest things in life,<br />

but refuse to work for them. Thus, the natural, symbiotic<br />

relationship between wererats and humans developed. While<br />

wererats are unwilling to participate in honest work, they<br />

consider thievery an acceptable method of acquiring objects.<br />

In their estimation theft provides the best returns on their<br />

investment of effort, making it truly the only worthwhile<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 17


18<br />

Chapter One: Lycanthropic Races<br />

method of stocking their homes with silk hangings, paintings,<br />

sculpture, and fine furnishings.<br />

This propensity for fine things, and the wererats' disdain for<br />

work, draws them to cities. There they can hide within the<br />

shadows, reaping the fruits of humanity's efforts. The popular<br />

wererat adage that humans are their best slaves, even if they<br />

don't know it, arises from this situation. Humans work to<br />

acquire goods, and the wererats take them. To these<br />

lycanthropes, wars of conquest are foolish wastes of time and<br />

energy. After all, the humans have already been conquered in<br />

the best possible manner. Not a sword has been raised or a<br />

drop of blood spilled, yet the wererats have all they could want.<br />

The Curse of Luxury<br />

At first glance, the wererat drive for rich, expensive goods seems<br />

to spring from greed, laziness, and the ambition that dwells in<br />

the hearts of all evil creatures. However, in this case the situation<br />

is more complex than that. Wererats are a fusion of humanoid<br />

and rat qualities. From their humanoid side, they gain<br />

intelligence, strength, and a taste for civilization. Their rat side<br />

grants them cunning, speed, and ingenuity. Yet, these gifts come<br />

with a steep price. Rats are vermin, incapable of doing more than<br />

subsisting off the trash tossed aside by civilization. They are<br />

wholly incapable of producing beautiful objects or new<br />

inventions. These traits also extend to wererats. They cobble<br />

together whatever castoffs they can find in an effort to squeeze<br />

out a living, crafting pale imitations of human goods that meet<br />

their base needs and nothing more. While they can survive on<br />

the barest necessities, such as polluted water and moldering<br />

food, they cannot truly advance themselves above a subsistence<br />

level. A wererat asked to paint a picture can do no more than<br />

dab a few paints on to a canvass. He may be able to appreciate<br />

fine art, but he could not conceive of creating it himself. Yet,<br />

wererats have a fundamental desire to surround themselves in<br />

luxury and beauty. This trait is known as the curse of luxury.<br />

According to legend, the curse of luxury was forced upon<br />

wererats in the mists of time when the world was young. In<br />

this era, the first wererats hid themselves in the gods' mansions<br />

in the outer planes at the behest of the wererat pantheon.<br />

There, they burrowed into the walls and sought out untended<br />

baubles, magical items, and artifacts. Working on behalf of<br />

their gods, the first wererats hoped to learn the secrets of the<br />

gods' magic, perhaps to unseat them and seize their position,<br />

perhaps simply out of curiosity. The legends do not say. What<br />

they do reveal is that one day the wererats were caught. The<br />

gods were enraged that these tiny, simple creatures had dared<br />

to violate the sanctity of their realm. Yet, the wererats' gods<br />

stood by their followers. They begged and pleaded for their<br />

subjects' lives, by turns promising to respect the gods' homes<br />

and threatening to commit total war against them.<br />

While the wererat gods blustered, the rest of the pantheon<br />

plotted. The gods cast the wererats from the outer planes and<br />

placed a curse upon them that their transformation into rat<br />

form would be ruled by the moon. Furthermore, wererats<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter One: Lycanthropic Races<br />

would be made more like rats, becoming small and stealthy<br />

enough to thrive in the cities of man. At first their judgment<br />

seemed more than fair, but time would show that the wererats<br />

were placed under a burdensome curse. The wererats could no<br />

longer create objects of beauty, yet they lusted after them with<br />

all their hearts. They craved the arts, wondrous objects, and<br />

masterwork craftsmanship, but they could create none of these<br />

things themselves. Thus, while the wererats consider<br />

humanity their unwitting slaves, the rats are in turn slaves to<br />

the goods and materials humanity produces. This paradox is<br />

known as the curse of luxury. The wererats never speak of it<br />

openly, yet it hangs over their culture like a black storm cloud.<br />

From this springs the hatred of humanity that sometimes<br />

pushes them to openly war against and enslave humanoids.<br />

Wererat Organization<br />

As lawful creatures, wererats typically develop complex, rigid<br />

codes of conduct. Their evil natures drive them to create laws<br />

with loopholes or interpretations that leave murder, robbery,<br />

and trickery open as legitimate options in society. For<br />

example, a wererat warren may, by tradition, hold that murder<br />

is illegal only if the murderer leaves behind evidence. Public<br />

assaults meet with harsh punishments, but stealthy executions<br />

or assassinations are accepted, traditional methods of handling<br />

rivals. So long as an assassin has the cunning and talent to<br />

murder his victim without leaving behind obvious evidence,<br />

he can escape any charges or accusations. On the other hand,<br />

a clumsy, artless execution is met with disdain, and the<br />

criminal is rounded up and slain for his blundering efforts.<br />

The same standards apply to almost any crime, from robbery<br />

to assault. Wererats are not lawful in the traditional sense that<br />

they desire safety or stability in their society. Rather, they use<br />

the law as a tool to hone the talents and skills of their assassins,<br />

thieves, and ruffians. Only experienced, talented wererats are<br />

allowed to commit crimes in human cities.<br />

The main force of these laws is applied to the youngest wererats<br />

in a city. Youngsters are confined to the warrens, forced to<br />

prove themselves worthy of access to the world above by<br />

respecting the law and committing their crimes in a thoughtful,<br />

devious manner. Only when a young wererat can survive for a<br />

year or more without being charged with a crime can he earn<br />

the right to prey on humanity. Many times, a wererat on the<br />

edge of this honor finds himself falsely accused of a crime,<br />

particularly by rivals of his family or even relatives jealous of<br />

his talents. In this way, the wererat elders maintain their hold<br />

on power. They usually claim that this measure is intended to<br />

prevent the wererats from drawing too much attention to their<br />

activities in a city. After all if every rat committed robberies and<br />

assaults on humans as he wished, soon the city would be forced<br />

to turn the full might of its armies against them. Only by<br />

carefully controlling access to the surface can the wererats<br />

maintain their grip on their unwitting slaves.<br />

The divide between young and old extends throughout wererat<br />

society and underscores many of the tensions within it. While<br />

the older rats indulge their lust for fine things and luxuries, the<br />

youngsters are forced to fight over the scraps. Some young<br />

wererats flee the oppressive confines of the warren, working as<br />

freelance thieves or gathering brigands and thugs to them. These<br />

bandit kings grudgingly accept work and toil as short-term evils<br />

in their quest for money, luxuries, and other comforts. Typically,<br />

these young wererats are seen as brutes and barbarians by their<br />

more cultured fellows. Other young wererats seek out alliances<br />

with thieves' guilds, cults, and other evil organizations. In return<br />

for spying on these groups' enemies, a clutch of wererats receives<br />

military and magical support in a bid to unseat the elders and<br />

seize their treasures. Most adventurers encounter young wererats<br />

who follow these unconventional paths to power, mistaking<br />

their actions as representative of wererats as a whole.<br />

Within wererat society, status is measured by two basic<br />

measures: wealth and age. Within the fiercely competitive<br />

wererat communities, murder is a favored method of improving<br />

one's position by eliminating one's enemies. Thus, a wererat who<br />

can survive to a ripe, old age must be nothing short of a<br />

Machiavellian expert in politics, a brilliant strategist, and a fierce<br />

warrior. Thus, to wererats there is a direct connection between<br />

talent and age. Sometimes, this connection can cause problems<br />

for younger wererats who are ignorant in the ways of humanity.<br />

These ambitious creatures might fall in with an elderly human in<br />

the mistaken belief that such an old creature must be talented<br />

and useful. Sometimes, a particularly old wererat may flee his<br />

warren to live out the rest of his years in relative safety. These<br />

elders, wily and talented but now too old to physically defend<br />

themselves, find solace in human form within isolated villages<br />

and small towns. Sometimes, these refugees might be driven by<br />

bitterness and anger to direct humanoid adventuring parties<br />

against their former homes. Using tales of great, unguarded<br />

wealth and conveniently planted maps pointing to their former<br />

homes, these vengeful wererats unleash an invading flood of<br />

treasure seekers and adventurers against their former enemies.<br />

Wealth is judged more by creature comforts, objects of art, and<br />

other rare, collectible items than coins and gems. Wererats<br />

seek to carve out splendid lairs lined with rare tapestries,<br />

thick, luxurious rugs, and expertly crafted furnishings.<br />

Competing wererats host parties and festivals to display their<br />

accumulated wealth, flaunting their ill-gotten gains as a<br />

testament to their skill and cunning in stealing from the city<br />

above. Wererats tend to value luxuries over gold and gems.<br />

One gold coin is no different from the next, and wealth is best<br />

used to secure beautiful objects and comfortable furnishings.<br />

A wererat who comes into possession of a rare, valuable<br />

painting is admired more than one who steals tens of<br />

thousands of gold pieces.<br />

Wererat Warrens<br />

Wererats form colonies known as warrens. These settlements<br />

are dug from tunnels, passages, and galleries beneath cities<br />

built by humans, dwarves, and other intelligent races.<br />

Typically, wererats pick cities where they can walk openly in<br />

their humanoid form. Wererats who can take the form of<br />

gnolls, for example, naturally gravitate to settlements of evil<br />

humanoids, as they obviously could not casually stroll through<br />

a human city without drawing unwanted attention.<br />

Once a colony of these lycanthropes has found a suitable place<br />

to settle down, they go to work finding hidden, secure places<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 19


20<br />

Chapter One: Lycanthropic Races<br />

where they can establish strongholds. A city's sewers typically<br />

make an ideal spot to hide, but sometimes wererats use more<br />

open methods. A clan of the creatures may purchase a block of<br />

buildings and buy enough influence with politicians to police<br />

the area with their own guards. Sometimes, wererats form<br />

alliances with guilds, temples, and other organizations, though<br />

they rarely, if ever, reveal their true natures to their partners. In<br />

return for protection and secure lodging, the rats secretly use<br />

their talents to perform robberies, spy missions, and other<br />

discreet actions for their sponsors. Wererats rarely let this state<br />

of affairs persist for long. They either move on to a more secure<br />

location or subvert their "ally" from within, overthrowing the<br />

existing order and turning it into a front company for their<br />

activities. A thieves' guild overrun by wererats purges<br />

humanoids from its ranks and replaces them with lycanthropes.<br />

Important figures that cannot be easily replaced are infected<br />

with lycanthropy and brought over to the wererats' cause.<br />

With the guild successfully conquered, the wererats can use its<br />

resources and clout to cover their true nature and goals behind<br />

a veneer of human civilization. For all intents and purposes,<br />

the guild continues along its normal routine. If it was<br />

profitable, its proceeds now simply pile up in the wererats'<br />

pockets. Conflicts and struggles within the guild may become<br />

more common as the wererats bicker and feud among<br />

themselves, but if the guild was largely an organization of evil<br />

men to begin with, the wererats' conflicts can be easily<br />

overlooked as normal activity. The patterns of robberies may<br />

change as the rats focus on luxury goods and fine art, but<br />

otherwise the guild continues as normal.<br />

The basic unit within wererat society is the clan. Usually, each<br />

clan focuses on one specialized role that makes it a valuable<br />

member of the settlement. A clan may be troublesome and<br />

prone to break alliances, but if its members are the only<br />

wizards in the warren they are likely to escape any plans that<br />

call for their wholesale termination. For this reason, the clans<br />

tend to deep, passionate hatreds towards each other. Almost<br />

every clan has at one time or another been pushed to the verge<br />

of destruction by its enemies. Thus, rivalries among the clans<br />

flare up on an almost continual basis. The strange state of<br />

wererat law makes murder and other crimes common between<br />

the families, with only the promise of great profits to be made<br />

by working together, or the need for unity in the face of<br />

humans and other enemies, keeping the clans together.<br />

Furthermore, the natural wererat aversion to hard work helps<br />

prevent widespread fighting and open warfare. To many<br />

wererats, a comfortable life outweighs the any feelings of<br />

satisfaction vengeance would bring them.<br />

Within wererat society, the richest and most influential<br />

wererats form a council of elders. Usually, each major family<br />

within a warren names one member to represent it at this<br />

council. The council sets policy, serves as a board of judges in<br />

the occasional criminal court, and oversees the warren's<br />

activities towards humans and other outsiders. A wererat is not<br />

officially recognized as an adult until he goes one year without<br />

being successfully accused of a crime. Thus, the council must<br />

constantly hear charges arrayed against youngsters. The<br />

youngest wererats, lacking the skill to cover their crimes, are<br />

usually guilty, but older ones face trumped-up charges to<br />

prevent them from becoming adults and winning the right to<br />

interact with outsiders. Since theft and murder count as<br />

interactions, each clan strives to shepherd as many of its young<br />

to adulthood as possible.<br />

Most of the time, the council helps balance the clans by<br />

regulating the progression to adulthood and meting out severe<br />

punishments, including executions, against clans that threaten<br />

to overshadow their fellows. Most wererat civil wars can be<br />

traced back to an imbalance of power in the council of elders,<br />

as one group is forced to either strike against the clans that<br />

allied against it or flex its military muscle to enforce its will.<br />

Wererat Barbarians<br />

Though cultured and covetous of the fine things in life,<br />

wererats sometimes devolve into savagery. Sometimes, a small<br />

band of upstart youngsters flees the warren to strike out on<br />

their own. These pioneers scorn their forebears' traditions and<br />

exult in living off the land, mingling with humans and other<br />

races, and making their own destiny free from the elders'<br />

influence. These are the wererats that adventurers most<br />

commonly encounter, outcasts and rebels that flee the grip of<br />

wererat civilization and openly meddle in humanoid affairs.<br />

Some work as mercenaries, allying with bandit chiefs and<br />

thieves' guilds to line their pockets with gold. Others use their<br />

abilities to bully simple thugs and form their own gangs. A few<br />

wererats go truly feral, living most of their lives as rats in the<br />

sewers and alleys of cities, scrounging what they can from<br />

garbage piles and ambushing and killing prey that blunders<br />

into their grasp.<br />

These barbarians are both an asset and a hindrance to an<br />

established wererat warren. First of all, outcast wererats<br />

generally seek out areas far from an established warren.<br />

Sometimes, civilized wererats see outsiders as a threat that<br />

must be eliminated. Other times, a warren led by crafty elders<br />

may use outcasts as a convenient diversion. By planting false<br />

clues and manipulating their enemies, these elders can direct<br />

their followers to commit open attacks and spectacular crimes<br />

against the city above. Rather than draw adventurers to the<br />

warren, these actions turn them against the freelance wererats<br />

in the city above. In one fell swoop, the elders eliminate a<br />

potential source of trouble while lining their coffers with gold,<br />

jewels, and other treasures.<br />

In any case, wererat barbarians are generally the creatures<br />

humans think of when they consider wererats. The warrens<br />

take care to enforce this belief, lulling humanity into<br />

overlooking the true threat wererats present. All too often, a<br />

successful foray against a wererat threat unwittingly plays into<br />

the elders' hands.<br />

Wererat Religion<br />

The wererat pantheon mirrors its followers' attitudes and<br />

actions in many ways. Ever since these gods' original plan to use<br />

their followers to steal secrets and objects from their rivals, the<br />

wererat deities have plotted and schemed to advance themselves<br />

at the expense of their enemies. Like their followers, these gods<br />

are crippled with an inability to engage in many creative<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter One: Lycanthropic Races<br />

pursuits. While powerful in magic and martial ability, they are<br />

wholly incapable of crafting new races, building artifacts, and<br />

inventing genuinely new methods of doing things. Just as rats<br />

are scavengers who pick through civilization's garbage, so too<br />

do the wererat gods mimic other deities' abilities and spy on<br />

them to expand and improve their power.<br />

Of all the lycanthrope deities, the wererat pantheon is the least<br />

likely to rise to power and dictate how society should work.<br />

Wererat clerics occupy a strange niche in society. They speak with<br />

the voice of the gods, and are thus respected, but their demands<br />

to action fall on deaf, lazy ears. Wererats focus so much on<br />

material needs and comforts that spiritual matters play little role<br />

in their daily lives. A wererat may scorn weekly services in the<br />

temples and avoid contact with the wererat clerics<br />

at all costs, but in the heat of a dangerous<br />

moment, he eagerly calls out to the<br />

gods for help and pledges himself to<br />

a life of piety. Once the danger<br />

passes, the wererat<br />

conveniently forgets his<br />

pledge and returns to his life<br />

of material comforts and<br />

spiritual indolence. Such is<br />

the state of wererat religion<br />

that the number of<br />

penitents offering sacrifices<br />

at a temple can be directly<br />

related to imminent<br />

dangers, food shortages,<br />

and other problems that<br />

can face a warren. Wererats<br />

are greedy, pragmatic, and<br />

self-centered, making<br />

them unlikely to follow a<br />

religious life unless they<br />

can get something out of it.<br />

The few wererat clerics<br />

usually rely on their<br />

divine magic to preserve<br />

them against rivals and carve out<br />

a place in society. Threats of divine<br />

retribution do little to sway their followers, requiring them to<br />

rely more on physical and magical threats to get anything<br />

done. Typically, an important family or group may maintain a<br />

minor shrine and keep a cleric as a retainer, usually as a<br />

counter against any bad luck or tragedies that could be viewed<br />

as the ill favor of the gods.<br />

In some wererat warrens, the clerics use their blend of martial<br />

and magical talents to seize power, but in such cases religious<br />

duty plays only a small factor in the cleric's success. When a<br />

cleric does rise to the top of the pecking order, wererat society<br />

can undergo a radical change. Driven by religious fervor, the<br />

clerics gather young fanatics who are eager to seize power and<br />

use them to exert an iron grip over wererat society. Forced to<br />

obey the clerics' dictates, the rank and file wererats can be<br />

molded into a potent fighting force. With the gods' dictates now<br />

driving society, the wererats may declare open war against the<br />

city above them or engage in highly organized raids designed to<br />

spread fear, disease, and chaos in the gods' enemies. Temples<br />

come under direct attack, while the wererats focus on acquiring<br />

money and treasure to hire orc and goblin mercenaries. In time,<br />

a skillfully led horde of wererat religious fanatics could conquer<br />

an entire city and rule it with an iron fist.<br />

The divide between young and old in wererat society puts a<br />

unique spin on matters of religion. Young wererats, hungry for<br />

power but facing significant obstacles to their ambitions, often<br />

turn to religion to fulfill their needs. The clerics typically exert<br />

enough influence by virtue of their magical talents that they<br />

can accept young wererats as acolytes and give them many of<br />

the rights normally reserved for adults, specifically those<br />

relating to the right to stage raids on the surface world. Most<br />

of the time, truly talented wererats who show a<br />

desire to enter the clergy are quickly snapped<br />

up by one faction or another and given an<br />

adult's status. Sometimes, though,<br />

infighting and bickering lead to a<br />

steady swell in the clergy's ranks.<br />

With unprecedented power in<br />

their hands and a ready excuse to<br />

pit themselves against the<br />

powers that be, the youngsters<br />

step up their recruiting efforts<br />

and work to topple the<br />

established leaders of the<br />

warren. In time, even the<br />

church elders may be<br />

deposed. These upstart<br />

regimes, driven by the two<br />

motors of religious fervor and<br />

unbridled ambition, usually<br />

enjoy short but spectacular<br />

reigns. Focused and<br />

sharpened by religion, the<br />

young wererats' ambition<br />

drives them to wage war on<br />

humanoids while ruling their<br />

subjects with an unmatched<br />

tyranny. The wererats' natural<br />

love of comfort and deeply seated laziness<br />

evaporate in the face of an uncompromising, brutal ruler.<br />

The Wererat Pantheon<br />

The wererats worship a small number of gods compared to<br />

humanity. Their six deities each embody particular traits or<br />

ideals that represent the best the wererats have to offer. The<br />

wererat gods have at best informal ties between them. They are<br />

too prone to scheme against each other for any enduring<br />

alliances or beneficial relationships to form among them. For<br />

this reason, pantheon is perhaps too strong a word to describe<br />

the wererat gods. Instead, they are merely a collection of divine<br />

figures that happen to draw their followers from the same race.<br />

In any given wererat warren, one deity may be revered as the<br />

only god worth praying to. The others might be acknowledged,<br />

but the rivalries between the gods are intense enough that two<br />

churches cannot exist side by side for long before violence<br />

erupts between them.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 21


22<br />

Chapter One: Lycanthropic Races<br />

Beltheer of the Golden<br />

Vault (Lawful Evil)<br />

Depicted as a beautiful wererat female with long, flowing<br />

golden hair and gleaming, pure white eyes, Beltheer is the<br />

patron goddess of wealth, theft, and avarice. Her mythical<br />

home, the Golden Vault, contains a vast range of wondrous<br />

treasure. According to myth Beltheer is the greatest thief of all,<br />

capable of stealing a golden amulet from a noble's neck or an<br />

entire castle from beneath its owner's feet. Beltheer exhorts the<br />

wererats to steal and rob at will, yet she tempers her message<br />

with warnings that the best thief commits his crimes without<br />

drawing any suspicion from her victims.<br />

A favored goddess of the elders and other established, prosperous<br />

wererats, Beltheer's faith is seen as a useful bulwark against the<br />

ambitions of the young. Since many wererat faiths provide an alltoo-convenient<br />

path to power for the younger generation,<br />

Beltheer's faith is seen as a moderating force that helps hold other<br />

religions in check. In many warrens, the displacement of<br />

Beltheer's worship with a different god is the first step towards<br />

revolution. Yet, sometimes her clerics overstep their bounds and<br />

become too directly involved in politics and power struggles,<br />

leading to their downfall. Usually, Beltheer's clerics can carve out<br />

a stable platform of power but lack the pull to become major<br />

players. Their value is defensive and static, not aggressive or<br />

vibrant. So long as they fulfill their duty, they stand little chance<br />

to gain more power. Yet as soon as they falter in their mission<br />

they face a swift doom.<br />

Ethos: Beltheer's litanies preach greed, stealth, and cunning as<br />

the three main characteristics necessary for prosperity. Greed is<br />

the lynchpin of her religion. Followers are measured by the<br />

treasures they accumulate, and those who can commit the most<br />

daring and profitable robberies are given the greatest respect<br />

and the blessings. Her clerics are expected to sacrifice stolen<br />

treasures to her to keep her Golden Vault properly appointed<br />

for a wererat goddess. In return, she gives them spells and<br />

abilities that improve their abilities and grant them a better<br />

chance of moving through society's ranks.<br />

Stealth and cunning combine to serve as useful tools in<br />

fulfilling a wererat's greed. Only a fool needlessly risks his life<br />

or uses violence to meet his goals. Slaying a person to take his<br />

goods is akin to killing the goose that lays the golden egg.<br />

Better to secretly make off with someone's treasure, wait a time<br />

for him to get back on his feet, and then rob him again. The<br />

easiest targets are best allowed to slowly recover their treasure<br />

and then carefully harvested. Like a farmer, the talented thief<br />

is careful to manage his crops so that he can look forward to<br />

successive years of prosperity.<br />

Followers: Beltheer's followers are typically ambitious thieves<br />

who seek any advantage possible, even kowtowing to a goddess,<br />

to improve their abilities. So long as a wererat offers the proper<br />

sacrifices to Beltheer, she willingly dispenses divine magic. Her<br />

followers are generally drawn from older, established wererats<br />

that place a premium on subtle, stealthy plans. Younger<br />

wererats pose a possible threat to the riches and power the<br />

clerics could gain, as they rarely agree with such plans.<br />

Symbol: A furry, clawed hand grasping a gleaming gem.<br />

Favored Weapon: Dagger.<br />

Domains: Evil, Law, and Trickery.<br />

Verthix the Plague Lord<br />

(Chaotic Evil)<br />

While wererats rarely acknowledge it, disease and filth are<br />

continual problems they must cope with. A wererat might own<br />

a subterranean vault arrayed with thick rugs, expertly crafted<br />

tapestries, and beautifully appointed furnishings, yet beneath<br />

this veneer of civilization lurks filth, refuse, and festering<br />

garbage. Rats are far from the cleanest creatures in the world,<br />

and wererats sometimes take after their cousins in terms of<br />

cleanliness. The wererat emphasis on constructing an opulent<br />

home to impress visitors usually overrides their natural<br />

tendency to pay little mind to managing waste and garbage.<br />

Sometimes young, feral wererats that grow up in the wild<br />

exhibit a strange mixture of luxury and filth. Such a wererat<br />

may keep a lair with velvet couches smeared with feces, rugs<br />

that reek of urine and rotting food, and art objects that show<br />

teeth marks from gnawing rats. These wererats give in to the<br />

debased drive to live in filth and squalor, a drive that is<br />

normally held in check by the wererats' drive to collect and<br />

maintain beautiful, luxurious objects.<br />

Those wererats that give into their base impulses typically<br />

follow Verthix the Plague Lord, a festering, horrid wererat<br />

inflicted with a dozens of plagues and contagions. His eyes are<br />

milky white with cataracts, his fur falls in clumps at his feat, and<br />

festering sores cover his body. He wears a torn, soiled robe and<br />

leans upon a twisted, wooden staff. Verthix represents the<br />

animal side of all wererats. He preaches that the wererats are<br />

destined to rule the world, and by spreading horrific diseases to<br />

all civilized species they can ensure their ascent to a dominant<br />

position. Disease strikes down and kills creatures, and while it<br />

physically scars Verthix and his followers it leaves their spirits,<br />

and their magic, strengthened beyond mortal limits.<br />

Ethos: Verthix's ethos is simple: spread disease to as many<br />

enemies and allies as possible. A wererat's true friends will<br />

survive if Verthix favors them, while the weak and unworthy<br />

will die as the plague ravages their bodies and shreds their<br />

souls. Wererats should mimic their mundane, vermin kin as<br />

closely as possible. The wererats' humanoid forms are merely<br />

tools to be used against their enemies. It is natural instead to<br />

spend as much time as possible in rat form. Most wererats have<br />

forgotten this truth and ape humans, elves, and other lesser<br />

species. These traitors should be exposed to disease to either<br />

die as heretics or survive and embrace their true lord, Verthix.<br />

Followers: Verthix's followers spring up in wererat warrens<br />

across the world. Some of them suffer from a mild form of<br />

insanity that pushes them to embrace their rat nature to a<br />

greater degree than normal. Others are merely so ambitious<br />

that they are willing to risk any cost, including enduring<br />

terrible diseases, in order to gain the power they need to<br />

establish a foothold in wererat society. In any case, Verthix's<br />

followers are relentlessly hunted by clerics of Beltheer who see<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


this foul god's minions as an affront to wererat civilization.<br />

Inquisitors make casual inspections of wererat lairs to seek out<br />

evidence of Verthix worship. Usually, secretive followers of the<br />

Plague Lord hide festering garbage within their lairs. Visitors<br />

may not notice anything amiss, but soon after they leave the<br />

cultist's home, they develop the symptoms of whatever disease<br />

he wishes to spread. The air of a wererat cleric's home and the<br />

area around it is infused with disease that quickly spreads<br />

throughout the warren. After an initial die-off, the cultists<br />

swoop in to topple the now diminished elders. Once victory is<br />

at hand, the cultists prepare to spread their diseases across the<br />

city and beyond.<br />

Symbol: A skull with rotting strips of flesh hanging from it,<br />

with a rotten eyeball dangling from one socket.<br />

Favored Weapon: Short sword.<br />

Domains: Death, Disease, and Evil.<br />

Chapter One: Lycanthropic Races<br />

Whisperdark (Neutral Evil)<br />

In the shadowy, forgotten corners of a wererat warren, the<br />

clerics and acolytes of Whisperdark meet and plot the downfall<br />

of the elders. Comprised almost entirely of young wererats, this<br />

cult thrives on mystery, secrecy, and sudden, lethal attacks from<br />

the shadows. Whisperdark is depicted as a jet black creature.<br />

In all his forms, he is utterly hairless. His eyes glow with a deep<br />

red luster, and he typically wears a thick cloak that conceals<br />

weapons, wands, and other useful items. While his form is<br />

distinctive, he rarely appears in the same guise twice. His talent<br />

with illusions and disguise allows him to conceal himself as<br />

anything from a puny kobold to a towering hill giant. The<br />

myths and stories surrounding Whisperdark speak of the great<br />

lengths he goes to in order to trick his foes and utterly defeat<br />

them. In the most popular legend, he disguised himself as a<br />

wererat whelp charged with cleaning the warren's privies. He<br />

went about his foul task in such a pathetic, spineless manner<br />

that soon the warren's elders paid him little mind when he was<br />

about. <strong>Fina</strong>lly after years of toil, he picked off the elders one by<br />

one when they visited the latrines. Despite that fact that each<br />

murder was committed in the same place, the elders never<br />

suspected that the pathetic, puny child that worked there could<br />

be to blame. Soon, the warren's ruling order toppled and the<br />

young wererats seized power.<br />

Wererats who struggle against daunting odds, or whose thirst<br />

for power and wealth subsumes their ties to clan or warren, are<br />

drawn to Whisperdark. He is the ultimate expression of a<br />

wererat's self-centered nature, killing those who oppose him<br />

and ruthlessly exploiting the few who prove helpful. The<br />

wererat saying "walking with Whisperdark" is used to describe<br />

anyone who puts too much trust in an obvious rival or enemy<br />

or blindly puts himself into a dangerous position. The legends<br />

speak of how this god always betrays his followers in the end,<br />

as he cannot allow a single gold piece to slip through his paws<br />

and into a supposed ally's hands. In the end, only Whisperdark<br />

profits from his plans.<br />

Ethos: Secrecy above all. Maintain a cloak of mystery while<br />

learning all you can about your enemies. When they have<br />

revealed their weakness, strike them down. Whisperdark is<br />

ruthless in exhorting his clerics and followers to place<br />

themselves above all else. All other creatures, even fellow<br />

members of this cult, are potential enemies. An ally is a foe<br />

who finds advantage in a temporary alliance. Attend to your<br />

own needs above those of all others, else you will suffer<br />

betrayal and death at the hands of your supposed friends.<br />

Followers: Within the warren, wererats who seek to work outside<br />

the social order or who defy the elders' rules are drawn to<br />

Whisperdark. While he is known as an untrustworthy, greedy<br />

deity, many young wererats are drawn to him. The legends<br />

invariably focus on his self-sufficiency, incredible skill in magic<br />

and combat, and mighty spells. Ambitious young wererats admire<br />

these traits and seek to emulate them. Most followers of<br />

Whisperdark operate alone. They keep their clerical abilities<br />

secret from their fellows and engage in clandestine robberies and<br />

assaults to fatten their purses and eliminate rivals. Usually, a<br />

young wererat first learns of Whisperdark from the stories told of<br />

him by lone, wandering clerics of this god. These missionaries<br />

infiltrate warrens, spread word of Whisperdark's legends, and<br />

leave holy books and icons that allow a few converts to become<br />

clerics. Of course, as worshippers of a neutral evil god of trickery<br />

and greed, these clerics hope to cause instability and chaos within<br />

a warren. Once the seeds of Whisperdark's faith help turn young<br />

against old, the missionary returns to pick off the survivors and<br />

keep what treasures he wants. His task complete, he turns his<br />

attention to the next warren. Understandably, Whisperdark's faith<br />

is persecuted and his clerics killed whenever they are discovered.<br />

Symbol: A black circle with two feral, red eyes painted within<br />

it as if a creature peered out from a shadow.<br />

Favored Weapon: Kukri.<br />

Domains: Evil, Trickery, and War.<br />

WERETIGERS<br />

Weretiger Culture<br />

'Curiosity killed the cat.'<br />

The weretigers are perhaps the most commonly encountered<br />

lycanthrope species, though few who meet them suspect their<br />

true nature. Driven by an ancient quest that fuels an insatiable<br />

curiosity, weretigers scale mountains, delve deep into<br />

dungeons, spend months investigating stacks of ancient<br />

tomes, and give their lives over to finding out what lies over<br />

the horizon. They are by turns brave, studious, and inventive,<br />

but can also be indulgent, lazy, and hedonistic. Every<br />

weretiger must define the quest he wishes to pursue, and this<br />

definition cuts to the core of his existence. Regardless of their<br />

personal natures, weretigers pursue their goals with a fanatic's<br />

drive and a conqueror's ambition. Few can deny their energy<br />

and drive, though their goals determine how and why they<br />

apply themselves. Weretigers rarely form communities of their<br />

own, preferring instead to seek their destinies alone. Their<br />

ability to freely mingle with other races makes them likely to<br />

adopt the dress, culture, and attitudes of those around them.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 23


24<br />

Chapter One: Lycanthropic Races<br />

Of all the lycanthropes, weretigers are the least likely to band<br />

together in societies of their own or pursue large-scale goals as<br />

a unified force.<br />

While weretigers are the most common sort of lycanthrope<br />

that can assume feline form, many different types of werecats<br />

exist. Throughout this section, weretiger and werecat are used<br />

interchangeably. For all intents and purposes, the various<br />

werecat races share the same origins and tendencies.<br />

The Endless Quest<br />

The weretigers' story can be traced back to their creation.<br />

Unlike other lycanthropes, the weretigers were not given their<br />

abilities as a curse, blessing, or mere accident. Their creator,<br />

the goddess Lyssra, looked upon the other werecreatures and<br />

decided to create a servitor race of her own in a similar<br />

fashion. Flighty, chaotic, and prone to pranks, Lyssra found the<br />

idea of a race that could transform from a helpless humanoid<br />

to a fierce tiger ripe with potential. The first weretigers were<br />

her guardians, servants, and companions. Yet, her creations<br />

did not at first satisfy her needs. All too often, they were left<br />

harried and exhausted by her endless planning, intricate<br />

schemes, and propensity to hop from one plan to the next.<br />

Lyssra forgot that mortal creatures could not match a goddess's<br />

intellect or energy. Her weretiger servants forgot the dozens of<br />

plans and tricks she played, were unable to run for days at a<br />

time when she tried to out-race the sun, and grew frustrated<br />

when she leapt from one topic to the next in her studies.<br />

The goddess thought long and hard over this problem. The<br />

other deities found her changing moods and endless schemes<br />

too much to handle, and in the past many of her pranks and<br />

spells had victimized them, making them a poor choice as<br />

friends. Committed to forming the perfect companion race,<br />

she finally hit upon the solution. Dismissing the first<br />

generation of weretigers from her service, she used her divine<br />

power to form a new group of the creatures. This time, she<br />

granted them a shard of her burning, endless curiosity, the<br />

source of her boundless energy and the cause of her<br />

scattershot, flighty manner. Whenever Lyssra found something<br />

new, she was driven to study it, use it, break it, and learn<br />

everything possible about its nature. Yet, invariably in the<br />

course of her studies she found some new aspect, object, or<br />

person that displaced the object of her curiosity. Time and<br />

again, this pattern repeated. Lyssra jumped from place to<br />

place, subject to subject, person to person, her curiosity<br />

dragging her along like a runaway boulder thundering down<br />

an endless slope.<br />

Her experiment worked. With this spark of divine curiosity<br />

infused into them, her weretigers matched her shifting passions<br />

time and again. Her servants gladly followed the example she<br />

set, assisting her in her tasks and never once complaining when<br />

she casually set aside a month's worth of work to pursue some<br />

new interest. After all, the weretigers were driven by the same<br />

impulses. When she found something new and interesting to<br />

pursue, they naturally fell into line right behind her.<br />

For many years, this pattern continued. Lyssra and her weretiger<br />

companions left in their wake half-completed research into<br />

hundreds of questions, from studies into the nature of the<br />

universe to a comprehensive search for the world's heaviest rock.<br />

The other gods were happy that she was finally out of their hair,<br />

though she and her companions did at times raise trouble. Still,<br />

the universe existed in a happy, steady equilibrium, offering<br />

Lyssra enough new pursuits to keep her busy.<br />

Sadly, all good things must come to an end. In time, Lyssra<br />

grew bored with mere material or mortal concerns. Once<br />

again, she turned her eyes back to her fellow gods. For<br />

centuries, she had left them alone, too caught up in the<br />

excitement of exploring the universe with her beloved<br />

weretigers by her side. Now a new deity, one known only as<br />

the Silent One, intrigued her to the edge of obsession. This<br />

deity, a newly arisen patron of the magical arts, kept a<br />

featureless tower that drifted within astral space. There he<br />

remained, deep in meditation. None had ever entered his<br />

tower, though many were willing to guess as to the nature of<br />

its contents and the reason behind the Silent One's<br />

meditations. Some said he was the source of all arcane energy,<br />

and his ruminations generated the power needed for spells.<br />

Others took the opposite view, claiming that his focused will<br />

was all that prevented arcane energy from running rampant<br />

and consuming the universe. Lyssra needed to know the<br />

answer. She plotted, planned, and pondered. The mysteries<br />

within the Silent One's tower drove her to distraction,<br />

bringing the rest of her plans to a grinding halt. The<br />

weretigers' discontent grew. They were used to their<br />

mistress's energy and enthusiasm, not the quiet, steady<br />

contemplation she displayed now.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter One: Lycanthropic Races<br />

<strong>Fina</strong>lly, Lyssra drew up a plan. She summoned her weretiger<br />

followers to her side and gathered up some of her most prized<br />

possessions in a great satchel. These artifacts and icons<br />

represented the greatest successes she and her followers had<br />

achieved, from a powerful magical stone that weighed more<br />

than a planet to the bottled essence of a maiden's laughter.<br />

With her followers in tow, the goddess journeyed across astral<br />

space to the Silent One's tower. There, she marched before the<br />

single door that broke up the edifice's plain, otherwise<br />

featureless face. First with spells, then with artifacts, and finally<br />

with howled curses and beating fists, Lyssra battered the door<br />

with every ounce of her energy. Her days and weeks of study<br />

had yielded nothing of the place's contents. Her curiosity<br />

seethed and boiled, demanding that she somehow penetrate<br />

the tower's stony, silent walls. For three days her tantrum<br />

continued. <strong>Fina</strong>lly, her fists bloodied by her blows and her<br />

voice hoarse from her cursing, the door finally opened.<br />

The weretigers peered forward in unison, leaning towards the<br />

door to catch a glimpse of what was within. All they saw,<br />

though, was the swirl of Lyssra's silken skirts as she leapt<br />

through the portal with a shout of triumph. The door slammed<br />

shut behind her, leaving the weretigers alone and annoyed that<br />

their curiosity had not yet been satisfied. Resigned to waiting<br />

for their mistress to report back to them, they lounged about<br />

the tower and kept themselves busy with games of chance,<br />

competitions, and other diversions.<br />

The Silent One Speaks<br />

Days passed, and still no word issued from the tower. The<br />

weretigers grew restless. A few dared to knock upon the door<br />

and call out to their mistress, but their pleas went<br />

unanswered. Several more tried to climb the tower's walls, but<br />

even after ascending for hours, the tower seemed to soar to an<br />

endless height through the astral plane. <strong>Fina</strong>lly, when the<br />

weretigers' curiosity had reached a fever pitch, the door<br />

opened. Out of it strode a figure clad in gray robes. His sleeves<br />

were long enough to conceal his arms, his skirts dropped low<br />

enough to hide his feet, and his thick cowl leaned so far<br />

forward that it covered his face. The Silent One, god of magic,<br />

contemplator of hidden truths, and speaker of forgotten<br />

mysteries, had arrived. The weretigers froze in place, terrified<br />

at what the deity might visit upon them but driven by their<br />

curiosity to learn the fate of their goddess.<br />

After pausing to clear his throat, the Silent One (contrary to his<br />

moniker) spoke a few short words that would dictate the<br />

weretigers' fate for eons.<br />

"Your mistress is safe and content," he began, to a rousing cheer<br />

from the weretigers. After all, their mistress had been kind<br />

enough to give them a steady stream of fascinating goals to<br />

pursue. Though they were servants, they loved her dearly. "She<br />

has asked me to convey to you a message, a challenge of sorts to<br />

test how well you have learned from her example. Each of you<br />

is charged to discover the secret of the universe. When you have<br />

found it, she will return to you and usher in a new era of<br />

prosperity, happiness, and freedom for you all. For now, you<br />

must journey into the world and live as other mortal creatures<br />

do. Too long, you have dwelled among the gods."<br />

The Silent One paused, unrolled a scroll he had kept hidden<br />

in his robes, and read from it.<br />

"To aid you in your task, Lyssra bids me to deliver this first<br />

clue. The ultimate knowledge she seeks may be found<br />

anywhere, from the notes of an expertly crafted song to the<br />

inner mysteries of an archmage's spells. Start your search in,"<br />

and with that, his voice was drowned out as he coughed,<br />

shuffled his scroll, and adjusted his cowl. The weretigers froze<br />

in place, their faces crinkled in grimaces as they tried to puzzle<br />

out what the Silent One had said, as the god rolled up his<br />

scroll, turned his back to them, entered his tower, and<br />

slammed the door shut.<br />

The werecats were stunned. For several long minutes, they<br />

remained silent. A few mumbled here and there about the utter<br />

rudeness of gods, particularly those with poor fashion sense and<br />

dreary, boring homes. Those weretigers who prided themselves<br />

on sharp hearing were mobbed by their friends, all of whom<br />

demanded to know that the Silent One had said. A few among<br />

these sharp-eared felines offered different theories. One<br />

declared he had clearly said that the search should begin in a<br />

sewer. Another one replied that no, in fact the Silent One said<br />

that it started with mathematics. A few more claimed that magic<br />

was the obvious source. After all, since the Silent One was a god<br />

of magic he probably just assumed that the weretigers would<br />

put the clues together and didn't bother repeating himself. One<br />

ambitious weretiger declared that the Silent One had named<br />

him, and that he had clearly heard him say that only the rightful<br />

lord of all werecats would hear his declaration. Soon, the entire<br />

collected assembly of weretigers was in an uproar. Competing<br />

claims forged the weretigers into factions. Some dashed off to<br />

begin their search, believing that whoever uncovered the secret<br />

would gain some special boon. Others, bored by the Silent<br />

One's speech and the endless days of waiting, had already left.<br />

<strong>Fina</strong>lly, the weretigers dispersed. Many of them supported one<br />

or another of the competing theories that explained what the<br />

Silent One had said, while a few rogue individuals clung to their<br />

personal views of the test the goddess set before them.<br />

Whatever their beliefs, the weretigers now threw themselves<br />

into their appointed task with the energy and curiosity that had<br />

served them so well in Lyssra's service.<br />

Today, the Great Task, as the weretigers call it, still has a<br />

tremendous effect on their society, culture, and actions. For<br />

countless years, they have pursued their goddess' order but<br />

with little result that they can see. Only the weretigers'<br />

boundless curiosity and energy have sustained their pursuit of<br />

the goal. Competing factions formed on that fateful day still<br />

seek to outdo each other, their rivalries and in some cases<br />

hatred fueled by the accumulated grievances that have built up<br />

over the past millennia.<br />

Weretiger Organization<br />

Weretigers are the most scattered, disorganized, and solitary of<br />

the lycanthrope races. Their very heritage helps to drive wedges<br />

between them, as the Great Task serves to divide them into a<br />

wide variety of groups with competing goals and radically<br />

different methods. Even within these groups, the weretigers<br />

rarely form large, cohesive organizations. Rather, the weretigers<br />

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26<br />

Chapter One: Lycanthropic Races<br />

within a given group simply share a common goal and remain in<br />

touch with each other when it proves convenient. Known as<br />

prides, these groups are much closer in nature and form to<br />

conspiracies or guilds than separate cultures.<br />

As noted above, weretigers tend to adopt the dress, attitudes,<br />

and traditions of a humanoid culture that they are able to live<br />

within. An elvish weretiger may dwell among the tree villages<br />

of a forest, while a human one might open a shop in a city.<br />

Weretigers have a well-developed talent for blending into their<br />

surroundings. Their innate curiosity allows them to pick out<br />

minor details in their neighbors' daily lives that other<br />

newcomers may miss. A weretiger might live in town for only<br />

a month or so before he has blended into the background and<br />

become accepted as part of the community.<br />

The individual prides have different methods of<br />

communication, hierarchies of organization, and goals. Some<br />

of them are merely loose confederations of<br />

like-minded individuals, while<br />

others are highly organized<br />

groups that feature<br />

f r e q u e n t<br />

communication from<br />

the uppermost<br />

leadership to<br />

individual agents.<br />

Since weretiger<br />

culture is so<br />

splintered and these<br />

creatures are liable to<br />

simply adopt the<br />

modes of living<br />

around them, it is best<br />

to approach these<br />

lycanthropes in terms<br />

of the prides they form.<br />

Each pride is organized, at least nominally, to aid in the<br />

resolution of the Great Task. In some cases other concerns<br />

have long since overcome that ancient mission, but in most<br />

instances the prides continue on towards their ultimate goal.<br />

Not all weretigers join a pride or even see the Great Task as a<br />

relevant part of their lives. Over time, more and more of these<br />

lycanthropes break ranks and pursue whatever subjects and<br />

arts catch their fancy. These weretigers fulfill their curiosity<br />

with an eye towards improving their skills and making<br />

themselves happy, rather than chasing what they perceive as an<br />

ancient superstition.<br />

The Prides<br />

Several prides are described below, each with an overview of<br />

its goals, methods, and organization. Most prides rely on their<br />

members to instruct and induct their offspring into the ranks.<br />

In some cases, a pride may actively seek out new members<br />

among weretigers its members encounter. This evangelical<br />

bent among some weretigers causes most of the conflicts<br />

between prides. The vast majority of these groups are neutrally<br />

aligned, caring more for their esoteric goals than in interfering<br />

with the lives and ambitions of other creatures. In some cases,<br />

though, a pride takes direct steps to aid or conquer the world.<br />

Some evil weretigers believe it is their task to subjugate all<br />

thinking creatures, in order to present their goddess with a<br />

world she can command as she wills. Others see their destiny<br />

as tied to other creatures, with the goddess Lyssra emerging<br />

from hiding to reward them once they commit enough good<br />

deeds. In either case, time, and the tendency for stories and<br />

words to warp and change as they pass from one generation to<br />

the next, have given weretigers virtual carte blanche to<br />

interpret the Silent One's words as they wish.<br />

The Book Seekers: Bound together by their love of<br />

knowledge, the Book Seekers believe that the Great Task<br />

commands them to find and catalog every last bit of<br />

knowledge available to mortal creatures. These weretigers<br />

take on a variety of roles, from common laborers to sages.<br />

After all, every trade has<br />

its knowledge. Even<br />

a simple laborer<br />

must learn how<br />

to use a saw or<br />

which hours of<br />

the day are best<br />

for resting and<br />

which are best for<br />

working. The Book<br />

Seekers catalog their<br />

knowledge and<br />

collect it in a great<br />

library on a high<br />

mountain plateau<br />

isolated from the world<br />

of man. This library,<br />

known as the Cradle of<br />

Knowledge, holds<br />

thousands of tomes. Many of<br />

these books are rare or unique,<br />

and as a whole they cover almost<br />

every imaginable subject. Within the Cradle's carefully<br />

organized shelves are books of spells, chapbooks covering the<br />

methods and practices of different trades, and thick tomes<br />

discussing the nature of the planes.<br />

The Book Seekers believe that if they can gather all of the<br />

world's knowledge in a single place, they will complete the<br />

Great Task and receive their reward from the goddess Lyssra.<br />

While normally peaceful and scholarly, these werecats have<br />

time and again been victimized by agents of evil or fanatical<br />

champions of good. As the Cradle of Knowledge holds books<br />

on every topic known to man, its collection includes tomes on<br />

demonology, lost artifacts, evil practices, and sacrificial rites.<br />

Time and again, ambitious spellcasters or desperate seekers<br />

have attempted to raid the Cradle and carry off some of the<br />

powerful volumes of forbidden knowledge it holds. The Book<br />

Seekers have long been aware of this threat, and their library is<br />

warded with powerful spells and watched by werecat archmagi.<br />

Of all the prides, the Book Seekers are the most likely to work<br />

with non-werecats in pursuing their goals. They are known to<br />

contact adventuring parties and hire them to track down lost<br />

books or study and report back on lost civilizations, distant<br />

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Chapter One: Lycanthropic Races<br />

planes, and ancient ruins. Normally, this payment is made in<br />

gold and magic items, but sometimes the weretigers grant<br />

limited access to their collections of ancient spellbooks and<br />

other tomes of long lost knowledge.<br />

Night Haunters: Civilized weretigers are loath to discuss this<br />

pride, and some among this race refuse to admit that it exists.<br />

Yet, the Night Haunters' actions cannot be denied. This small<br />

but active pride is hated and feared by all good and neutral<br />

weretigers. Its secretive members maintain that the Great Task<br />

compels them to hunt and kill all intelligent life on the planet.<br />

Starting with humans and other relatively easy targets, the<br />

Night Haunters hope to one day wipe all non-weretiger<br />

humanoids from the world. Night Haunters use a variety of<br />

tactics to meet this horrid goal, from isolated murders to mass<br />

poisonings. Their primary method is to incite wars between<br />

nations, usually by committing kidnappings, assassinations,<br />

and other foul deeds while pinning the blame on one faction<br />

or the other. In this way, simmering resentment or even<br />

friendship can be subverted into open warfare. Using these<br />

methods, the Night Haunters hope to slowly drain away<br />

civilization's vitality and eventually usher in its collapse.<br />

Night Haunters are perhaps the most rigidly organized of the<br />

prides. They use a variety of means, from mighty spells to<br />

mundane couriers, to stay in touch with each other. A Night<br />

Haunter typically attempts to infiltrate an assassin's guild, a<br />

criminal cartel, or perhaps even a government's service in<br />

order to gain access to the tools necessary to incite open<br />

conflict. Many of them work with kuo-toa, drow, and other<br />

subterranean creatures that harbor long-standing grudges<br />

against the surface dwellers. By drawing on such allies for<br />

monetary and material support, the Night Haunters can put<br />

into motion complex, devastating schemes to spread instability<br />

and war. Night Haunters who can assume the form of barbaric<br />

humanoids, such as orcs, goblins, gnolls, and other races, go<br />

among such tribes and use their lycanthropic abilities to seize<br />

power. By using brute strength and magic, a lone Night<br />

Haunter can become the grand chieftain of several orc tribes in<br />

a matter of months. With a word, he can unleash a horde of<br />

bloodthirsty warriors against the nearest kingdom.<br />

Normally, a Night Haunter acts alone. An agent of this pride relies<br />

on mercenaries, bribes, and his own talents to see his plans<br />

through. Only when the stakes are high enough to demand the<br />

entire pride's attention do two or more agents work together. The<br />

Night Haunters' upper leadership maintains a small castle on the<br />

astral plane. There, they collect reports from their minions and<br />

form plans to further destabilize and unseat the world's<br />

governments, all while dreaming of one day ruling the world<br />

from their isolated abode.<br />

Sect of Thersus: Among the weretiger prides, the Sect of<br />

Thersus is perhaps the strangest group. Founded by an<br />

egomaniacal werecat sorcerer named Thersus, the sect<br />

worships its founder like a god. According to their holy<br />

scriptures, Thersus is the true god of all weretigers. The Great<br />

Task was a mere ruse designed to throw the werecats off the<br />

proper trail of worship and study. By distracting them with this<br />

so-called Great Task, the lying "goddess" Lyssra could derail the<br />

growing worship of Thersus and undermine any ability to<br />

recognize him as the true god of the weretigers. To help<br />

establish their lord as a god in weretigers' eyes, members of this<br />

pride seek out their fellow lycanthropes and attempt to convert<br />

them to the cause. They offer fellowship, monetary support,<br />

and other means to lure weretigers to their cause. In most<br />

cases, their relentless evangelism repels the very folk they wish<br />

to convert, but in some cases a lonely or confused weretiger<br />

embraces the sect's overtures. Strangest of all, the sect actively<br />

recruits humans, elves, and other humanoids into its ranks. So<br />

long as a person is willing to acknowledge and pray to Thersus<br />

as a god, the sect care little for his race, ethos, or intentions.<br />

The starry-eyed acolytes of Thersus teach that Thersus is the one<br />

true god. In most cases, they are harmless fanatics, but<br />

sometimes their ardent beliefs spur them to take more direct,<br />

violent actions to promote their deity. Traveling incognito, the<br />

sect's spies infiltrate other churches and seek to destabilize and<br />

destroy them. Unfortunately, as the sect is splintered into a<br />

variety of arms with different goals and methods and lacks a<br />

centralized authority, coping with its incursions proves difficult.<br />

A band of Thersian pilgrims might have no knowledge of the<br />

cult assassins that murder clerics from other faiths, giving the<br />

killers a convenient group to hide among. The upper priesthood<br />

of this faith is muddled and confused, with a wide range of<br />

prophets and visionaries claiming different levels of<br />

responsibility, pushing a variety of goals, and conspiring against<br />

one another. Given that this church attracts the downtrodden,<br />

lonely, and weak-willed, its members are prime targets for<br />

demonic cults, scam artists, and other social predators. Over<br />

time, some of these con artists have worked their way up to the<br />

church's highest levels.<br />

The sect's confusion, wretched organization, and competing<br />

agendas make it the most varied and unpredictable pride. In<br />

some regions, it may pursue its original goals. In others,<br />

ambitious local priests and schemers have subverted its loose<br />

network to their own ends, engaging in robbery, extortion, and<br />

other plans that line its leaders' pockets while treating cult<br />

members as easy marks or exploitable labor.<br />

The Silver Claws: Formed primarily of werecats with a talent<br />

for magic, this pride insists that the Great Task can only be<br />

solved through the rigorous study and mastery of the magical<br />

arts. Its founders reasoned that since the Silent One delivered<br />

the message to the assembled folk of weretigerkind, the test set<br />

before them must be somehow connected to magic. Lyssra<br />

always had a special place in her heart for mages, and many of<br />

her most involved quests were connected to the study of magic.<br />

The Silver Claws are perhaps the largest of the prides that consist<br />

of nothing more than an informal, social network. No rigid<br />

hierarchy of leadership exists within this organization. Instead,<br />

members share magical knowledge that they unearth in hopes of<br />

piecing together a grand theory of the cosmos. The exact nature<br />

of this theory is open to debate, as some Silver Claws believe that<br />

it will explain the inner workings of the cosmos and others hold<br />

that it will spell out the meaning of life. The Claws are divided<br />

into a multitude of smaller groups based on the interpretation of<br />

their final goal, and sometimes these splinters break off to form<br />

prides of their own. However, most of the time the Silver Claws<br />

operate as a social club that promotes and facilitates the sharing<br />

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28<br />

Chapter One: Lycanthropic Races<br />

of arcane knowledge. Only rarely does an argument over matters<br />

of theory grow to the point that its members form a new group.<br />

After all, the true value in the Silver Claws is the wide array of<br />

information and the connections that it offers to its members.<br />

Weretiger mages who cut themselves off from this network have<br />

more to lose than to gain.<br />

Independents: The independents perhaps outnumber all the<br />

prides put together, but their fractured, solitary nature prevents<br />

them from becoming a force to be reckoned with. These<br />

werecats care little for the Great Task, or prefer to chase after it<br />

in seclusion. They may live alone or form small family units<br />

consisting of a mated pair and their young children. The<br />

werecats' natural curiosity is too strong to keep them in one<br />

place for long, leading most of these lycanthropes to leave home<br />

shortly after reaching adulthood. Most independents are<br />

travelers, wandering from one place to another to experience<br />

the world and satisfy their desire to see what lies over the<br />

horizon. They prefer to work as merchants, caravan guards,<br />

ambassadors, or explorers, but any job that features frequent<br />

travel and independence from an overwhelming structure of<br />

managers and subordinates works fine for them.<br />

Werecats tend to maintain ties to their families, but these are<br />

much less rigid than those found in other creatures. Even<br />

within cultures known for strong clan or family bounds,<br />

werecats stand out for their independence. For that reason,<br />

they rarely mix with creatures or in societies where folk are<br />

expected to maintain strong ties to their kin. The weretigers'<br />

natural curiosity and impulse to travel pushes their families<br />

apart. Even mated pairs rarely remain together for longer than<br />

the time necessary to raise a youngster to adulthood.<br />

Independent werecats pursue a wide range of interests, in<br />

contrast to their kin in the prides who normally take up a single<br />

vocation and stick to it for their entire lives. A weretiger takes<br />

up a trade that strikes his fancy, learning all he can about it and<br />

either sticking with it for his entire life, should it prove<br />

consistently interesting and enjoyable, or discarding it in favor<br />

of a new line of work or research. They make good jacks of all<br />

trades, as elder weretigers tend to have experience in a vast<br />

range of areas. By the time a weretiger reaches a venerable age,<br />

he may have worked as a blacksmith, crafted furniture for a<br />

king, served as a navigator aboard a pirate ship, owned and run<br />

an inn in a distant port, and bred horses for an order of knights.<br />

Over the years, he may have been married several times, with<br />

his human and weretiger children scattered across the<br />

continent, and befriended everyone from a dreaded pirate lord<br />

to a peaceful bishop.<br />

Regarding the Great Task, independent weretigers hold a<br />

variety of opinions. Some regard it as little more than an<br />

amusing legend told to young cubs. Others believe the story,<br />

but cannot see how their simple actions could be connected to<br />

it. Still others pursue the Great Task but see the prides as closeminded,<br />

obsessive, and counterproductive. These weretigers<br />

commonly follow a loose ideology known as the Path of<br />

Reason. They believe that the Great Task is an individual<br />

journey, one that has a different destination for each and every<br />

weretiger. When they die, they stand before the goddess Lyssra<br />

and give her an account of their deeds. Those who followed<br />

their curiosity and used their talents are rewarded, while those<br />

who failed to live fully are reincarnated and must try again. In<br />

some ways, those weretigers who follow this philosophy<br />

constitute an informal pride, but they lack any sort of<br />

structure, shared goals, or the other traits that make the prides<br />

distinctive factions.<br />

Other Prides<br />

The weretiger prides take on a wide array of missions. The<br />

examples given above are just a few of these ambitious,<br />

sometimes secretive groups. To help inspire your imagination,<br />

listed here are capsule overviews of several different prides you<br />

can use in your campaign.<br />

Blood Howlers: Committed to revelation through barbarism,<br />

the Blood Howlers are berserkers who believe that by giving in<br />

to their inner, animal impulses they can truly merge their<br />

feline and humanoid natures. These weretigers typically travel<br />

alone in areas where violence and crime are commonplace.<br />

They seek out combat to test their battle skills and indulge in<br />

their berserker furies. In battle, the Blood Howlers are<br />

terrifying foes. They prefer to remain in hybrid form, cleaving<br />

through their enemies with axe, blade, or claw and fang. Most<br />

Blood Howlers are neutral. They care only for battle, giving<br />

little thought to the origins of a conflict or which side may be<br />

innocent, just, or righteous. A Blood Howler is liable to join in<br />

with whichever group is the most likely to frequently place<br />

him in a combat situation.<br />

Diamond Cats: Similar to the Blood Howlers, the Diamond<br />

Cats seek to answer the Great Task by exploring their inner,<br />

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Chapter One: Lycanthropic Races<br />

emotional lives and spiritual energy. Unlike the Howlers, they<br />

find enlightenment in quiet meditation and careful study of<br />

their inner, ki energy. The Diamond Cats are monks, feline<br />

martial artists who emphasize meditation and contemplation.<br />

They see their combat abilities more as an extension of their<br />

understanding of their bodies' workings rather than a tool to<br />

subjugate or destroy their enemies. Diamond Cats gather in<br />

monasteries across the world. Most of these places are small,<br />

featureless homes that host no more than three or four monks.<br />

Usually, a single master attracts a few students and hosts the<br />

occasional traveling monk who visits. In other cases the<br />

Diamond Cats study with humanoid orders, mingling with<br />

monks of different races to study their methods and<br />

incorporate them into their own styles. Diamond Cats travel<br />

extensively, primarily to experience the world and incorporate<br />

what they have seen into their meditations. As youngsters,<br />

they spend several years studying with a master. In turn, a<br />

Diamond Cat who survives to an old age shares what he has<br />

learned with younger students of the martial arts.<br />

Gourmands: While other weretigers travel the world and<br />

seek knowledge in a variety of places, the Gourmands prefer<br />

to remain close to home. These indulgent, gluttonous<br />

lycanthropes believe that the key to the Great Task lies in food.<br />

After all, food is the key to all life. Without sustenance, a<br />

creature is condemned to wither and die. Even plants and<br />

other simple forms of life need sunlight, water, and soil. The<br />

Gourmands seek knowledge and enlightenment by eating and<br />

preparing a wide variety of food. Many of them work as master<br />

chefs in humanoid cities, constantly experimenting with new<br />

dishes and improved methods of preparing meals. All<br />

Gourmands are enthusiastic eaters, as enlightenment comes<br />

not only in creating meals but consuming them. These<br />

werecats dedicate themselves to sampling the dishes and<br />

cuisine of as many cultures as possible. While some of them<br />

tend towards obesity, many of them remain slim and fit.<br />

Overindulgence is not necessarily a key component of<br />

appreciating food, though some Gourmands happily indulge<br />

in it nonetheless.<br />

Long Striders: Dedicated to traveling across the world and<br />

experiencing every possible sight and sound, the Long Striders<br />

pride believes that the answer to the Great Task lies in direct,<br />

personal experiences. Some of these weretigers are travelers<br />

who wish to visit every realm and region of the world over the<br />

course of their lifetimes, but others are ardent sybarites who<br />

engage in a vast array of decadent pleasures. Physical<br />

experience in any form, whether it is a beautiful sight or a<br />

uniquely flavored wine, is the key to expanding one's<br />

understanding of the world and fulfilling the Great Task. The<br />

Long Striders are perhaps the most fractured pride, as its<br />

individual members interpret their methods and goals in such<br />

different ways. Some of these weretigers are experienced<br />

travelers and explorers who voyage to the edge of the world,<br />

while others engage in more personal journeys into narcotics,<br />

rich food, and other decadent pursuits. Long Striders tend<br />

towards neutrality, though some that seek out the more<br />

extreme forms of pleasure descend into evil.<br />

Weretiger Religion<br />

While the Great Task dominates many werecats' lives,<br />

organized religion is rare among them. Aside from the Sect of<br />

Thersus, the prides pay homage to Lyssra and seek to fulfill the<br />

Great Task but do not necessarily pray to her. Those weretigers<br />

who become clerics usually do so out of a desire to better<br />

know the goddess's mind and find some insight into the Great<br />

Task. Some weretigers worship the Silent One, usually for<br />

much the same reasons that Lyssra's worship continues.<br />

The Weretiger Pantheon<br />

In addition to the two gods listed here, weretigers commonly<br />

pray to gods that relate to their interpretation of the Great<br />

Task. For example, members of the Silver Claws pray to gods<br />

of magic and knowledge. Gods of travel, trickery, and nature<br />

are also popular with these lycanthropes.<br />

Lyssra (Chaotic Neutral)<br />

A goddess of travel and curiosity, Lyssra is pictured as a young,<br />

human woman with long brown hair and wide, brown eyes that<br />

sparkle with curiosity and barely restrained energy. Known as an<br />

explorer, researcher, and prankster among the gods, she is<br />

renowned for her propensity to ardently pursue a single subject<br />

for a time before dropping it in favor of a new one.<br />

Lyssra's churches are disorganized and highly personal in<br />

nature. Most of them consist of a private room in a tavern<br />

where her followers meet to make plans and share their<br />

discoveries, or similar accommodations. Other holy sites<br />

include crossroads, paths and bridges to important sites, and<br />

other places that allow travel to the wonders of the world.<br />

Ethos: Learn all you can about the world, leaving no stone<br />

unturned and refusing to consider anything impossible or beyond<br />

reach. Curiosity is the driving engine of many of the world's<br />

important discoveries. Follow its pull in your personal life.<br />

Followers: While the vast majority of Lyssra's worshippers are<br />

weretigers, explorers, inventors, and others who push the<br />

bounds of knowledge or rely on curiosity to spur their work<br />

pray to her as well.<br />

Symbol: An open book.<br />

Favored Weapon: Staff.<br />

Domains: Curiosity, Travel, and Trickery.<br />

The Silent One (Neutral)<br />

Known as the Keeper of Magic, the Silent One is an imposing,<br />

mysterious figure who is said to have played some important<br />

but unknown role in the creation and maintenance of the<br />

world's arcane energies. The Silent One is commonly depicted<br />

as a murky cloud of wispy, arcane energy or a tall, humanoid<br />

figure clad in voluminous robes that hide his features.<br />

The Silent One's worshippers rarely erect full-blown temples<br />

and similar edifices. Most of them use tiny shrines in their<br />

libraries and laboratories that consist of a small statue of the<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 29


30<br />

Silent One, a holy symbol, and candles. This god's worship is<br />

highly personal in nature, with an emphasis on the individual<br />

relationship and revelations a single spellcaster experiences<br />

while in prayer or meditation.<br />

Ethos: Study and understand the principles of magic. Using a<br />

spell demonstrates the most basic levels of magical talent, but<br />

a deeper knowledge of the theories behind how a spell works<br />

is the ultimate expression of true talent and ability.<br />

Followers: Wizards, sages, researchers, and weretigers with an<br />

arcane bent all commonly pray to the Silent One. As a passive,<br />

secretive god, he has relatively few worshippers. Most<br />

spellcasters favor better known, flashier gods of magic.<br />

Symbol: A silver triangle scribed with a four-pointed star in its<br />

middle.<br />

Favored Weapon: Dagger.<br />

Domains: Knowledge, Magic, and Travel.<br />

Chapter One: Lycanthropic Races<br />

WEREWOLVES<br />

Werewolf Culture<br />

'Life is the hunt. To stalk, to chase, to overtake, to spray the<br />

blood of our prey upon the cold, white snow. This is the<br />

meaning of life, this is the order of the world.'<br />

- Werewolf religious chant<br />

Clustered at the edge of civilization, the werewolves nip and<br />

bite at all that humanity and other civilized races have built.<br />

Like patient hunters they wait, lurking in hiding from the eyes<br />

of their prey. A single stumble, a momentary lapse of alertness,<br />

and the wolves are upon their target. A borderland keep could<br />

flourish for decades, lured into a false sense of security by the<br />

lack of attackers, bandits, and other threats. Aside from the<br />

occasional disappearance, life is peaceful. Settlers filter into the<br />

keep, establishing businesses and building homes. With the<br />

sedating weight of years tugging at the keep's defenses, soon<br />

the town cuts the pay to its soldiers, dismisses mercenary<br />

warriors, and sells off some of its weapons. Once these changes<br />

are put into motion, the wolves strike. They appear one night<br />

like shadows gliding from the forest, slipping through secret<br />

passages or overwhelming guards before they can raise an<br />

alarm. Throughout the night, the keening howl of the wolves<br />

sounds throughout the region. Those few settlers who escape to<br />

the gate are allowed to run free, a grim gift to the feral<br />

werewolves that refuse to enter a city of man. In the morning,<br />

the sun rises upon a blood-spattered ruin. In time, scouts arrive<br />

to inspect the slaughter. They approach the ruin with swords<br />

drawn, bows readied. Slowly, more settlers return to the keep.<br />

Once again, they are alert and vigilant to all dangers. Yet in the<br />

forest around them, the werewolf packs wait, confident in the<br />

knowledge that the process has started once again.<br />

Culture is perhaps too formal a term to use for the lifestyle of<br />

these barbaric hunters. While vicious and savage in battle, their<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


customs and organization are plain and simple compared to the<br />

constant infighting and complex relations that mark wererat<br />

society. Werewolves exist for one simple purpose: to engage in<br />

the hunting and killing of intelligent creatures. To these<br />

lycanthropes, life is defined in terms of the hunt. The mighty<br />

are the pursuers, the chasers, the stalkers. The weak are mere<br />

prey meant to be reaped at the hunters' leisure. Yet, while<br />

werewolves are individually talented in fighting, they are too<br />

fractured, headstrong, and independent to combine their<br />

talents into a dangerous force. They may unite for a time to<br />

destroy a settlement or run down a particularly appealing<br />

target, but such alliances are fleeting.<br />

To werewolves, life is simple. Those with power use it to destroy<br />

and devour those without it. Nothing could be clearer to them.<br />

Hunters in the Night<br />

'The hunter must be patient, yet savage. His weapons are more<br />

than his claws and fangs. The softlings cannot run far or fast.<br />

Chase them for a time, wear down their strength, and take<br />

them when they are weak. They trust in each other, as they are<br />

too weak to survive on their own. Go about them in your<br />

human guise. Like a master hunter, watch them from within<br />

and pick off the choicest prey at your leisure.'<br />

Werewolf culture is guided by a loose collection of sayings,<br />

wisdom, expectations, and prejudices. As chaotic creatures,<br />

werewolves avoid codified teachings and comprehensive<br />

guides of conduct. Still, their ethos can be summarized in a<br />

few simple rules.<br />

• The strong fight and live. The weak run and die.<br />

Chapter One: Lycanthropic Races<br />

• He who has strength must use it to destroy the weak. Power<br />

left unused is power wasted.<br />

• Strength lies in isolation. He who requires others to sustain<br />

his life dies alone.<br />

• The softlings include all creatures so weak that they must use<br />

weapons and armor of iron to survive. They are intruders in<br />

the wilderness and must be slain.<br />

Werewolves consider themselves the most powerful force in the<br />

wilderness. In their eyes all other creatures, from field mice to<br />

humans, are potential prey once they move into their realms.<br />

While humans may be strong in arms and magic, they are simply<br />

more challenging prey meant to challenge the werewolves' skills<br />

in the hunt. After all, great hunters require daunting prey to test<br />

their abilities. Of all the lycanthropes, the werewolves cling closest<br />

to their animal natures. Many of these beasts spend the bulk of<br />

their time in wolf form, assuming their humanoid shape only<br />

when necessity demands it. A werewolf prides himself on the<br />

number and quality of his kills. It matters not how or why a wolf<br />

overcomes his prey. All that matters is that his lair is decorated<br />

with the skulls and bones of those who fell to his fangs and claws.<br />

The werewolves' scorn of civilization and deep-rooted desire to<br />

engage in the hunt keeps them at the edges of settled lands.<br />

Most great forests, towering peaks, and trackless wastelands<br />

host werewolf packs. Usually, the wolves spend most of their<br />

time alone. They care little for the company of their fellows, and<br />

most are too arrogant to believe they could ever benefit from aid<br />

in the hunt. Only large, appealing targets such as castles, towns,<br />

and large caravans can draw werewolves together. While these<br />

creatures are seen as simpleminded brutes, they can be<br />

relentless and patient when on the trail of their prey. A werewolf<br />

might spend weeks in humanoid form to scout out a potential<br />

target, learning his tendencies and memorizing his schedule.<br />

Once the time is right, he strikes like a lightning bolt, running<br />

down and slaying his target in the space of a moment. While an<br />

observer may see a seemingly random attack, the werewolf may<br />

have spent weeks preparing himself for that one, single<br />

moment. While werewolves usually lack the patience and<br />

willpower to commit themselves to anything, their enthusiasm<br />

for the hunt and boundless determination to conquer their prey<br />

drives them to almost maniacal levels of focus.<br />

The Curse of the Hunt<br />

Werewolves did not always range across the wilderness. In an<br />

ancient era long before the rise of the great kingdoms of man,<br />

werewolves were utterly unknown. In an isolated region where<br />

man first learned to craft spears from stone and wood, the<br />

earliest hunters exulted in their newfound power. Whereas<br />

before they had to hide away in caves by night and cower in fear<br />

when a predator drew near, they could now use arrows, spears,<br />

stone knives, and fire to defend themselves. In time, they grew<br />

bored with their safety and sought excitement in new ways.<br />

Rather than wait for a wolf pack to descend upon their camps,<br />

these huntsmen gathered together in small bands and tracked<br />

down the creatures that once menaced them. Soon they grew to<br />

love the joy of the hunt. Tracking down deer and caribou for<br />

meat was not enough. Only while hunting dangerous prey did<br />

they draw pleasure from the kill.<br />

Chief among these first huntsmen was Hurar the Pursuer. This<br />

mighty warrior stood a head taller than the second largest man<br />

in his village. Some whispered that he had taken to hunting<br />

humans, and it was said that he kept the skull of four men he<br />

had killed in combat buried in the dirt of his cave. Time and<br />

time again, he gathered those men who were blinded to his<br />

cruelty and sadism by his great skill and might for nocturnal<br />

hunts. By the moon's light, they chased down and killed wolves,<br />

bears, and all other creatures that crossed their paths.<br />

In due time, the gods grew angry at Hurar. He and his followers<br />

hunted many species to the edge of oblivion. The wolves<br />

dwindled to no more than a few packs, as Hurar paid special<br />

attention to stalking and killing those animals. He saw them as<br />

his closest rivals in ferocity and hunting talent. Three times the<br />

gods warned Hurar of his folly with clear omens, yet each time<br />

he ignored their signs and refused to change his ways. One<br />

night, while he stalked one of the last remaining wolf packs,<br />

the gods struck him and his followers with a terrible curse.<br />

Hurar and his men transformed into wolves, undergoing a<br />

hideous, painful metamorphosis into the animals they hated<br />

most. Driven by his blood lust and rage at his ill fortune, Hurar<br />

and his surviving followers took to stalking humans. Blinded to<br />

his transgression against the gods, he mistakenly believed that<br />

the shaman in his village had laid the curse against him. Soon,<br />

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32<br />

Chapter One: Lycanthropic Races<br />

though, he learned all too dearly that a wolf's fangs were no<br />

match for a mighty bow or an oaken spear. In time, his pack<br />

dwindled in numbers.<br />

Desperate for any salvation, Hurar called out to the dark ones,<br />

evil gods who demanded a mortal's soul in return for the<br />

power they offered. The dark ones looked upon the man in<br />

wolf's form and saw great potential within him. Reaching out<br />

with their power, they rendered him virtually proof against the<br />

simple spears and arrows of the villagers and granted him the<br />

gift to take a form of a man. In that guise, he could more easily<br />

stalk his prey, learn its weakness, and strike at the right<br />

moment. With his newfound powers, Hurar and his followers<br />

descended upon the nearest village and massacred all within it.<br />

The werewolves had been unleashed upon the world.<br />

To this day, werewolves revere Hurar as their founding lord<br />

and the epitome of cunning, strength, and skill. Though they<br />

encompass aspects of both man and animal, they are forever<br />

driven by their feral instincts to hunt and kill humanoid<br />

creatures. All werewolves have an unquenchable desire to<br />

consume the flesh of humans, elves, orcs, and other thinking<br />

creatures. This hunger can be sated and controlled, but it can<br />

never be extinguished.<br />

Softlings and Other Prey<br />

Werewolves have an odd relationship with their humanoid<br />

roots. On one hand, they see their ability to mask their true<br />

nature as a major boon. By shifting into humanoid form, a<br />

werewolf can mingle with his prey to a much greater degree<br />

than any other predator. Some werewolves specialize in<br />

infiltrating society and working within it. These lycanthropes<br />

are much closer to their humanoid roots in temperament and<br />

attitude. They see themselves as humanoids that can assume<br />

wolf form. On the other hand, other werewolves take the exact<br />

opposite view. They are wolves first, humanoids second. These<br />

creatures are the ones that dominate werewolf society, and<br />

their views hold sway over most packs.<br />

In the wilds, the wolf form is much more useful. Fur wards off<br />

cold weather, fangs and claws remain sharp and ready while<br />

swords and axes rust, and the wolf's thick hide wards away<br />

blows with same ability as cured leather armor. For this<br />

reason, in their natural habitat werewolves develop a disdain<br />

for all civilized creatures. They see them as weaklings who<br />

must rely on tools and other handicaps to survive. Werewolves<br />

consider anything that strikes at their self-sufficiency as a<br />

serious hindrance. In the wilderness, hunters can rely only on<br />

themselves. Tools break, allies fail, and a simple bit of bad luck<br />

can prove lethal to a hunter whose skills are rusty or hindered.<br />

Independence, cunning, and pure physical power combine to<br />

form a hunter's tools. Anything that takes away from these<br />

traits is anathema.<br />

For these reasons, werewolves that dwell in the wilds call<br />

humans, dwarves, orcs, and other humanoids "softlings."<br />

They see them as prey creatures that cheat their fates by<br />

resorting to shortcuts and crippling dependencies on armor,<br />

weapons, and other tools. The term softling is a reference to<br />

the civilized creatures' reliance on armor. To most<br />

werewolves, placing a skin of leather and steel over one's body<br />

is the ultimate admission that one cannot defend oneself in<br />

combat. A true warrior learns to use his natural abilities and<br />

does not need such obvious crutches to survive. Among some<br />

werewolf tribes, captured humans are stripped of their<br />

weapons, armor, and clothing and forced to run through the<br />

wilds. After giving their victims a head start, the werewolves<br />

run down and kill them.<br />

Werewolf Organization<br />

Werewolves spend much of their time alone, stalking prey and<br />

preparing themselves for the chase. As chaotic creatures, they<br />

care little for organization, rules, and appeals to authority.<br />

Instead, they seek to make their own ways in the world. Part of<br />

a werewolf's pride and renown stems from his ability to survive<br />

for long periods of time without the support of others. A<br />

werewolf who can spend months in the wilderness, stalking and<br />

killing many victims, earns the respect and fear of his brethren.<br />

Among werewolves, there are two basic groups or factions.<br />

The first are known as the Footwalkers. These werewolves<br />

prefer to spend time in their humanoid or hybrid forms,<br />

mingling with humans and living in villages and towns at the<br />

edge of civilization. The Footwalkers are solitary among their<br />

kind even by werewolf standards, usually scorning the<br />

company of other werewolves and actively hunting and killing<br />

any other lycanthropes that enter the settlements that are their<br />

hunting grounds. Yet, these werewolves see value in working<br />

with humanoid creatures. They may hire themselves as scouts<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter One: Lycanthropic Races<br />

and assassins to criminal cartels, while the more ambitious<br />

among them use their strength and personal magnetism to<br />

gather thugs, orcs, goblins, and other creatures around them as<br />

a sort of pack. Werewolves that attract followers see them as<br />

disposable resources. Truly powerful opponents are much<br />

easier to defeat if they can be worn down with successive<br />

attacks by weakling followers before the lycanthrope launches<br />

his attack. Just as a hunter may track his prey for days through<br />

the forest, so too do these werewolves dispatch their minions<br />

one after another to sap their enemy's strength.<br />

In contrast to the Footwalkers, the Clawrunners are<br />

werewolves who spend much of their time in wolf form. Some<br />

of these beasts never transform into humans and find even<br />

their hybrid humanoid/wolf form repellent. In the wilderness,<br />

these werewolves organize themselves into packs. Each pack<br />

claims dominion over a stretch of hunting ground. Intruders<br />

are ruthlessly hunted down and slain, particularly other<br />

lycanthropes who could pose a threat to the pack's dominance.<br />

Sometimes, a single, powerful werewolf can rise to the top of<br />

a pack by stalking and killing the mightiest werewolf in a<br />

region. In the wilds, combat skill and the ability to subjugate<br />

other werewolves are the two talents necessary to gain respect<br />

and obedience. Werewolves chafe under authority, but they are<br />

wise enough to pay respect to a great hunter who could turn<br />

them into prey. For this reason, any werewolf new to a region<br />

quickly draws the attention of the area's strongest hunter. The<br />

newcomer can either accept the alpha wolf's dominance or die.<br />

Footwalkers and Clawrunners hate each other with a deep<br />

passion. The two groups claim that they represent the mantle<br />

of true werewolfhood. Footwalkers believe that a hunter must<br />

use stealth and trickery to overcome his prey. While tools,<br />

weapons, and armor are for the weak, they can be used to as a<br />

convenient disguise to hide among the softlings. In their eyes,<br />

the Clawrunners are too ignorant and stupid to take advantage<br />

of the true range of their gifts. For their part, the Clawrunners<br />

see the Footwalkers as cowards who ape the worst of humanity<br />

because they lack a true werewolf's strength and power. Open<br />

warfare between them is rare, but each side has plenty of<br />

reason to fight the other. A Footwalker may venture into the<br />

forest outside of town to kill the Clawrunners that are driving<br />

folk away from the area with their wanton destruction. To the<br />

Footwalkers, overeager Clawrunners are a potential threat to<br />

their carefully controlled hunting grounds. Clawrunners attack<br />

Footwalkers more out of aggression or an attempt to prove<br />

their might. A daring Clawrunner might slip into a human city,<br />

uncover a Footwalker, and kill him, proving his bravery,<br />

cunning, and skill to the rest of the pack. To these<br />

lycanthropes, such a kill is a noteworthy deed that can propel<br />

a young werewolf to the top of the pack's pecking order.<br />

Footwalker Colonies<br />

Footwalkers typically live alone, but by no means do they<br />

dwell in isolation. When establishing homes in humanoid<br />

cities, they usually attempt to insulate themselves from<br />

suspicion or attack by building up a convincing cover story or<br />

working within the criminal underworld. Some of these<br />

werewolves learn a trade, such as blacksmithing or brewing, to<br />

give them a steady source of income and a ready cover story to<br />

deflect away any unwanted attention that may focus on them.<br />

Footwalker tradesmen take care to keep their works mediocre.<br />

After all, they want their work to allow them to fade into the<br />

background, not draw them further into the spotlight. Instead,<br />

they work within guilds and other organizations to find the<br />

political connections they need to remain safe. Sometimes, a<br />

Footwalker's business may seem oddly slow. A werewolf who<br />

murders and steals from the rich folk in a city may allow his<br />

front operation to wither. Few Footwalkers follow a trade<br />

because they enjoy it, and when they can afford to allow<br />

mundane business to slide many do so. The sudden halt of<br />

work at a shop could be a sign that a disguised werewolf has<br />

found more enjoyable tasks to handle than his business.<br />

As mentioned above, Footwalkers are fiercely territorial.<br />

Aside from mated pairs, these lycanthropes only rarely allow<br />

each other to survive unmolested. In small towns or villages,<br />

the resident Footwalker keeps an eye out for potential rivals.<br />

Werewolves, be they Footwalkers or Clawrunners, are an<br />

unwelcome menace. Should the townsfolk notice the<br />

newcomer's depredations, they could bring an uncomfortable<br />

amount of attention down upon the resident Footwalker. In<br />

keeping with the traditional werewolf ferocity and<br />

territoriality, a newcomer may seek out and kill a werewolf<br />

who claims an area to seize control of his domain.<br />

Sometimes, a seemingly random murder points to the arrival<br />

of a younger, more aggressive Footwalker. A murder spree<br />

that starts with the death of a little-known craftsman (in truth<br />

the previous Footwalker) could be the work of an aggressive<br />

new werewolf in town.<br />

The one exception to this trend is a large city. In such an area,<br />

the Footwalkers may form a loose pattern of dominance, with<br />

a single alpha wolf claiming the choicest area in town. The best<br />

parts of town from a werewolf's point of view do not always<br />

neatly align with how humans see things. Werewolves prefer<br />

areas that are free of the interfering presence of guards, clerics<br />

of good deities, and other active agents of law and order.<br />

Usually, the werewolves present in a city break it down into<br />

several different hunting grounds, with each wolf given one<br />

area to stalk and kill prey. In some rare instances, a single,<br />

powerful wolf may gather an extended family of lycanthropes<br />

to him. These groups feature a small core of werewolves and<br />

possibly a larger body of human followers.<br />

These urban werewolves stalk and kill prey as it suits them,<br />

usually in the roughest areas of town, where murders and<br />

disappearances are unremarkable news. They work together or<br />

under the strict supervision of the alpha wolf, picking off only<br />

those targets that have been approved for elimination. In these<br />

instances, the cult's leader exercises an iron-fisted rule. The<br />

smallest deviation from his plans can bring the wrath of the city<br />

down upon the werewolves. While the great mass of<br />

humanoids makes it easier for the lycanthropes to hide, by the<br />

same token cities attract powerful clerics, wizards, and warriors<br />

who could easily hunt down and destroy the pack. Usually,<br />

urban werewolf packs form cults around their members. By<br />

recruiting humans to their ranks and granting them protection,<br />

the pack gains a number of guards, watchers, and allies who<br />

can help shield it from outside interference. In a rundown<br />

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34<br />

Chapter One: Lycanthropic Races<br />

neighborhood, the pack may have access to several bolt holes,<br />

passages to the sewers useful in evading pursuit, and dozens of<br />

commoners ready to testify that they have seen nothing out of<br />

the ordinary. Usually, the pack recruits the folk of a specific<br />

neighborhood or area. In return for their silence and aid, the<br />

wolves protect them from outside threats and aid them against<br />

their rivals. Normally, the wolves work with smugglers, thieves'<br />

guilds, and other criminal organizations. Sometimes, they use<br />

coercion, blackmail, and extortion schemes to browbeat<br />

cooperation from otherwise defenseless people.<br />

Clawrunner Packs<br />

Compared to the varied forms and methods employed by<br />

Footwalker colonies, the Clawrunner packs are simple in both<br />

their goals and their organization. Each pack stakes out a<br />

territory that it claims as its hunting ground. The wilderness,<br />

towns, villages, and roads<br />

within this area all nominally<br />

belong to the pack.<br />

Werewolves consider<br />

ownership more as a question<br />

of who has the right to hunt<br />

in an area. Thus, they jealousy<br />

guard the territories they<br />

claim from all interlopers.<br />

Any creature that enters a<br />

region is a potential target. To<br />

the werewolves, a newcomer<br />

is either a potential meal or a<br />

possible rival. In the first case,<br />

the wolves bide their time and<br />

pursue their new target based<br />

when the mood strikes them.<br />

A group of prospectors could<br />

live in werewolf-controlled<br />

hills for months before<br />

coming under attack, while a<br />

merchant caravan might<br />

come under attack the<br />

moment it enters the area. As<br />

chaotic monsters, werewolves frequently attack without rhyme<br />

or reason. Typically, they simply strike whatever target is closest<br />

when they feel hungry or bored.<br />

If a newcomer could be a rival, the pack takes immediate steps<br />

to eliminate him. Anything from another werewolf to a dragon<br />

counts as a potential rival, as the pack applies this label to any<br />

creature or humanoid that could possibly defeat a werewolf in<br />

single combat. When faced with such a threat, the pack either<br />

attacks at the earliest opportunity, usually making the assault<br />

as a group, or flees to safer territory. A werebear might be<br />

stalked and killed, while a red dragon is usually deemed too<br />

dangerous to disturb.<br />

Within the pack, prestige is based on combat prowess and<br />

experience. Fights between werewolves are common, helping<br />

to establish a clear order of dominance within the pack while<br />

simultaneously keeping the werewolf population to<br />

manageable levels. In the wilds, these lycanthropes have no<br />

natural enemies. Their ability to shrug off most wounds leaves<br />

them capable of defeating even the mightiest wild animals. The<br />

alpha wolf, the pack's leader, demands tribute and absolute<br />

obedience. Usually, the pack stays too spread out over their<br />

realm for the alpha wolf to directly manage his subordinates'<br />

affairs. Normally, he simply expects that the other werewolves<br />

show him respect and obey the few orders he issues without<br />

question. In the aftermath of an alpha wolf's death, the<br />

surviving pack members descend into civil war, with the<br />

situation remaining unstable until one, powerful werewolf<br />

slays his rivals. During such a conflict, werewolf raids drop to<br />

almost nothing as the lycanthropes turn against each other and<br />

focus their energies on seizing control of the area.<br />

Clawrunners reserve a special hatred for cities and villages.<br />

They see these nests of civilization as blights on the land,<br />

troubling signs of the steady outward march of the realms of<br />

man. When the first foundations of a settlement are built, the<br />

wolves mass to attack.<br />

Sometimes, they<br />

succeed in<br />

annihilating the<br />

outpost and drive all<br />

humans away. Other<br />

times, their attack<br />

merely alerts higher<br />

authorities of trouble<br />

in the region. Despite<br />

their skill in combat,<br />

werewolves are no<br />

match for a battleready<br />

infantry<br />

formation supported<br />

by arcane spellcasters.<br />

Sometimes,<br />

Clawrunners<br />

grudgingly use their<br />

human forms to pose<br />

as rustic woodsmen or<br />

primitive tribe folk.<br />

They favor this tactic<br />

only if a powerful kingdom or a spellcaster whose abilities they<br />

cannot match is active in the area. In this case, the tribe risks<br />

annihilation if it attempts to run wild in the woods and hunt<br />

as it wishes. Since werewolves are chaotic by nature and the<br />

Clawrunners detest their human form, only extreme<br />

circumstances can push them to accept such a plan. Unless the<br />

alpha wolf is cunning or experienced, it is usually far too late<br />

for the pack to adopt this plan in the face of determined<br />

opposition.<br />

Werewolf Religion<br />

Werewolf religion is typically primitive and simple. In the<br />

wilds, the Clawrunners lack the capacity to erect temples, keep<br />

records, and engage in what humanoid races would consider<br />

religious practices. Their hatred for civilization extends to the<br />

trappings of organized religion, from temples, altars, and an<br />

organized priesthood to written records and carefully<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter One: Lycanthropic Races<br />

maintained religious manuals. In contrast, the Footwalkers<br />

typically steep their actions and relations in religious terms.<br />

These radically different takes on worship create another<br />

irreparable rift between these two factions.<br />

The Clawrunners rely on a simple, shamanistic system of oral<br />

tradition and trial by combat to meet their spiritual needs.<br />

Each pack features one shaman who works as a wise man and<br />

counselor to the current alpha wolf. Usually, this shaman is an<br />

old, grizzled veteran of duels, hunts, and raids. While time<br />

robs him of his strength and vitality, his close connection to the<br />

gods allows him to augment his diminishing physical abilities<br />

with divine spells. The borderland settlers have learned to<br />

unleash their arrows and spells upon the old, scarred wolves<br />

that run with lycanthrope packs for good reason. The<br />

shamans' combination of magical and martial ability makes<br />

them daunting foes.<br />

Shamans operate in a different stratum within the pack. At an<br />

early age, werewolves with a talent for divine magic are<br />

marked by omens, signs, specific deformities, and other<br />

unique traits. Such a cub is set aside from the rest of pack and<br />

given to the shaman to raise and watch. Some cubs prove<br />

unsuitable for training. These unfortunates are killed and<br />

eaten. Others show the resilience, piety, and natural affinity for<br />

magic necessary to become a shaman. Once a year, these<br />

shamans in training are taken aside and set upon a great hunt.<br />

For one night, the forest echoes with howls, snarls, and the<br />

keening cries of dying wolves as the apprentice shamans hunt<br />

each other down. By morning, only one youngster survives the<br />

ordeal, proving his strength and cunning to the gods. The<br />

shaman continues the youngster's training, with additional<br />

students judged, trained, and set against the survivor each<br />

year. After several years, the youngster either falls victim to a<br />

more talented rival or grows strong enough to challenge his<br />

teacher. At this point, the two fight a duel to the death. If the<br />

shaman wins, the search continues for a suitable heir to his<br />

position. If the upstart claims victory, he devours the shaman's<br />

corpse and claims his possessions as his own.<br />

By tradition, werewolf shamans are prohibited from dealing too<br />

closely with their pack mates. As messengers of the gods, they<br />

read the portents to advise the alpha wolf and use their spells to<br />

maintain a proper level of bloodthirsty battle hunger among the<br />

wolves. Shamans are considered outsiders. Most werewolves<br />

value their shamans' magic, but see them as something other<br />

than an equal, a strange mix of a more powerful figure who can<br />

call on the gods and a weaker one whose combat skills fall short<br />

of the alpha wolf's talents. For this reason, shamans maintain<br />

their hold on power behind the scenes, using their counsel and<br />

spells to manipulate the alpha wolf and the pack members to<br />

the shaman's ends. Usually, he pushes them to launch ever more<br />

daring raids on human settlements or fulfill whatever goals and<br />

ideals his gods endorse.<br />

Not only do the Clawrunner shamans possess skill in battle,<br />

they are also valued advisors and wise men. The shamans are<br />

the only werewolves who can weather the effects of old age<br />

without falling to a rival's fangs. With their tremendous skill<br />

and their place outside of the standard power structure, an<br />

alpha wolf can go to them for advice and counsel without fear<br />

of betrayal. Sometimes, a shaman may choose to help depose an<br />

alpha wolf who fails to lead the tribe with skill, competence,<br />

and savage bravery. However, so long as the pack maintains an<br />

aggressive rate of attacks against civilized targets and keeps its<br />

members' gullets filled with man flesh, the shaman is usually<br />

content to allow the alpha wolf his position.<br />

The Footwalkers practice a much more complex, codified<br />

religion. Usually, the most powerful werewolf in a city claims<br />

the title of patriarch. Even if he is not a cleric, he claims divine<br />

right to set policy in the city and command the werewolves<br />

beneath him. Usually, this divine mandate is supported with<br />

threats and violence, but some of the most powerful<br />

werewolves are clerics and druids who use their spells to<br />

compel obedience. Spells such as silence and wind walk are<br />

important tools that allow werewolves to operate in civilized<br />

areas without fear of discovery. A clever werewolf cleric can<br />

quickly overwhelm his rivals or set the town guard against<br />

them with a few carefully chosen spells.<br />

The most important aspect of Footwalker religion is its use in<br />

forming werewolf cults. Usually, a lone werewolf or a small<br />

group within a city gathers ignorant or ambitious humans to<br />

them as servants under the guise of religion. The werewolves<br />

gather these cultists in secret, displaying the gifts of<br />

lycanthropy and promising to infect those followers who show<br />

obedience or render useful services. Blinded to the threat the<br />

werewolves pose, these poor dupes gladly surrender their free<br />

will and act as lookouts, guards, and co-conspirators. In truth,<br />

few of these folk receive the "blessing" of lycanthropy. The<br />

werewolves know that newly infected humans are much more<br />

difficult to control, as they can now treat the lycanthropes as<br />

equals, and the presence of too many wolves in a city can draw<br />

unwanted attention from the forces of law and order. Most of<br />

the time, these fanatics are used up and discarded when they<br />

hold no more value. A cultist may be framed for a murder<br />

committed by a werewolf, then conveniently killed before he<br />

can betray his masters. Others are sacrificed on suicidal attacks<br />

against the wolves' rivals and enemies, or are sent on doomed<br />

missions to distract the city's defenders and allow the<br />

embattled werewolves to escape.<br />

Werewolf Pantheon<br />

Of all the lycanthropes, werewolves are the most likely to branch<br />

out into pantheons beyond their own. Many of them pray to<br />

gods of murder, death, war, and destruction. There are but two<br />

gods commonly acknowledged as gods of the werewolves, Hurar<br />

the Pursuer and Maram of the Mask. Both of these gods are<br />

revered by vastly different factions of werewolves, with Hurar<br />

earning prayers from the Clawrunners and Maram receiving the<br />

Footwalkers' reverence.<br />

Hurar the Pursuer<br />

(Chaotic Evil)<br />

The first werewolf not only founded his species but went on to<br />

ascend to godhood through the auspices of the dark lords that<br />

granted him the curse of lycanthropy. Hurar embodies all that<br />

is savage and feral in werewolves. He is depicted as a massive,<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 35


36<br />

black furred wolf with bloodstained fangs and long, rotting<br />

tatters of his victims' flesh, bone, and organs rotting in his fur.<br />

He stands 40 feet high at his shoulders, and his great jaws are<br />

large enough to allow him to devour a small building in a single<br />

bite. Never has he been shown in human form.<br />

According to werewolf legend, Hurar prowls the deepest<br />

reaches of the Abyss, hunting down powerful demons,<br />

demigods, and other creatures to slake his boundless hunger<br />

for the flesh and blood of thinking creatures. At times, he<br />

journeys to the material plane to test his followers' mettle.<br />

On a cold, starless night, he descends from the sky to stalk a<br />

pack of his choosing, killing each member in turn and<br />

allowing only those who live through the night to survive. In<br />

this manner, Hurar culls the weak and impotent from the<br />

ranks of his followers.<br />

Ethos: Hunt and kill all who are not werewolves. This ethos is<br />

simple and direct, as befits a savage, primitive race. Hurar<br />

holds no pity in his black heart, bidding his servants to ravage<br />

and destroy all they encounter. Werewolves who fail to show a<br />

fiery temper and a lust for killing are forced to run on their<br />

own through the forest to be hunted down by Hurar's faithful.<br />

All Footwalkers are lesser beings to Hurar, an anathema upon<br />

the werewolf race that must be exterminated at all costs. At<br />

times, packs of his followers sweep into cities to run down and<br />

kill werewolves they discover hiding within them.<br />

Followers: Hurar is worshipped by the vast majority of<br />

Clawrunners. They respect him as the first and mightiest of<br />

their kind, acknowledging his rule over all of the wilderness<br />

and paying their tribute to him with the slaughter of their<br />

enemies and an ironclad grip on their territory. The<br />

Clawrunners know no other gods. The practices and traditions<br />

ascribed to them earlier in this section are unique to their<br />

worship of Hurar. Fanatical in the extreme, werewolf shamans<br />

order any pack member that professes to worship any other<br />

god, especially Maram, to be put to death.<br />

Symbol: A snarling wolf's head, usually scribed in blood on a<br />

stone talisman worn attached to a necklace or collar.<br />

Favored Weapon: Fangs.<br />

Domains: Destruction, Evil, Pursuit.<br />

Chapter Two: Lycanthrope Characters<br />

Maram of the Mask<br />

(Lawful Evil)<br />

Where the Clawrunners value savagery in battle and the<br />

destruction of their enemies, the Footwalkers are more subtle,<br />

controlled, and patient in their hunts. Maram of the Mask is<br />

said to be the renegade son of Hurar, the first natural born<br />

werewolf and the original Footwalker. In the ancient days, the<br />

werewolves were beset on all sides by their enemies. While<br />

Hurar and a few of his followers were mighty enough to beat<br />

back their foes' assaults, most other werewolves were not so<br />

lucky. Time and again, sorcerers, clerics, and druids led war<br />

parties to track down and destroy the packs one by one. In the<br />

face of such a threat, Maram of the Mask devised many of the<br />

strategies used today by Footwalkers to evade detection. In<br />

time, he founded the Footwalker faction of werewolves and<br />

ascended to godhood upon his death.<br />

Maram is depicted as a swarthy human with short, curly black<br />

hair, a perpetual scowl, and a scar running across his left eye.<br />

He is powerfully built, with long, hairy arms and thick, bowed<br />

legs. While never depicted in wolf form, his hybrid guise is<br />

that of a gray furred humanoid with obsidian claws and a<br />

wavy-bladed dagger tucked into a simple, leather belt. Known<br />

to take a direct hand in his followers' activities, Maram is said<br />

to walk the world in his human guise. If he can detect the<br />

presence of werewolves in a city, he ruthlessly hunts them<br />

down and slays them. In this manner, he ensures that only<br />

those werewolves with the cunning and intelligence necessary<br />

to hide themselves among humanity prosper. Sometimes, the<br />

seemingly brutal, random murder of a werewolf is enough to<br />

send a panic through the wolves hiding within a city. Fearful<br />

of Maram's arrival, they flee town in search of more peaceful<br />

hunting grounds.<br />

Ethos: Remain hidden at all costs, obey your betters, and hunt<br />

only those humans who will not be missed. Maram teaches his<br />

followers that the best hunter strikes his prey from hiding and<br />

finishes his kill before his enemies know what happened. A<br />

Footwalker must take care to conceal his true nature. The most<br />

glorious kills are those that are never discovered, as they leave<br />

a hunter free to strike again.<br />

Followers: The Footwalkers worship Maram, though not all of<br />

these werewolves pay him respect. In human cities, some<br />

werewolves prefer human deities, demons, or devil lords.<br />

Still, when Maram moves through an area he kills all<br />

werewolves who fail to conceal their true nature whether they<br />

worship him or not.<br />

Symbol: A black cloak clasped with a silver pendant shaped<br />

like a wolf.<br />

Favored Weapon: Short sword.<br />

Domains: Animal, Law, Trickery.<br />

Lycanthrope<br />

Characters<br />

A werecreature PC can arise in a number of ways. An<br />

experienced adventurer might contract lycanthropy and, over<br />

the course of weeks and months, learn to turn his curse into<br />

an advantage. A young weretiger might travel with humans<br />

and elves in search of adventure, standing beside them as a<br />

sworn companion. In some cases, an apprentice mage or<br />

warrior might discover her lycanthropic heritage as she grows<br />

up, slowly mastering the gift that runs in her blood. In any<br />

case, a lycanthrope can prove to be a powerful and valuable<br />

component of an adventuring party.<br />

Since lycanthropes can arise from so many sources, from an<br />

infected bite to a character's natural heritage, these rules<br />

present several options characters can use to enter the path of<br />

lycanthropy. Otherwise, gaining abilities as a werebear,<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

weretiger, or wereboar follows the same pattern as any other<br />

character class. Each lycanthrope type is given a level<br />

progression. As a character ascends along one of those paths,<br />

he gains a greater degree of control over his lycanthropic<br />

powers and learns to better exercise them. In some ways,<br />

these classes work like a combination of prestige and base<br />

classes. Only characters who have contracted lycanthropy or<br />

have werecreature parents or ancestors can gain levels in<br />

them. However, a starting character who fulfills either of<br />

those conditions could take his first character level in one of<br />

these classes.<br />

It is important to note that these classes were designed with<br />

game balance with the other character classes in mind. While<br />

it might make sense in the strictest interpretation of realism for<br />

a character to immediately gain all the abilities offered to<br />

werecreatures, doing so can cause tremendous problems with<br />

game balance for low-level parties. The stock lycanthropes as<br />

presented in the core rules are all much more powerful than a<br />

starting, or even a 4th or 5th-level character. To balance this<br />

inequity, lycanthrope player characters must progress through<br />

the classes given here. If you or your game master want to<br />

allow starting characters to gain the full benefits of<br />

lycanthropic heritage, you can grant a character the complete<br />

level progression in the appropriate werecreature class and<br />

balance the rest of the party against that total level.<br />

The Paths to Lycanthropy<br />

You have three basic options to choose from if you want to<br />

play a character that has lycanthropy:<br />

• Afflicted characters contract lycanthropy and learn to<br />

control it well enough that the disease does not hinder their<br />

lives. Through meditation, willpower, or training, they learn<br />

to better control their changes.<br />

• Natural lycanthropes had one or two werecreature parents<br />

and grew up with their abilities. They must still master their<br />

ability to change shapes and slowly gain the full spread of<br />

lycanthropic abilities.<br />

• Wereblooded characters have either recent or distant<br />

ancestors who were lycanthropes. Their heritage allows<br />

them to slowly master their innate abilities, but they<br />

blossom into full-blooded lycanthropes only through<br />

practice and study.<br />

This section presents game rules and advice for all three<br />

options. Only 1st-level characters can choose the later two<br />

options, while any character who is exposed to lycanthropy<br />

can become an afflicted werecreature.<br />

Afflicted Characters: Characters who contract lycanthropy<br />

face one of two options depending on how your game master<br />

wants to use the disease in his game. A character with this<br />

disease may have to struggle against the changes he undergoes<br />

and risk an alignment change. Alternatively, he may slowly<br />

master the abilities of his new form. This second option is<br />

particularly apt for characters whose alignment already<br />

matches the lycanthrope type they are doomed to become.<br />

Under these rules, a character suffers the drawbacks given for<br />

lycanthropy in the core rules. He may gain levels in the<br />

applicable werecreature character class, reflecting his growing<br />

ability to control his changes and unlock the full potential of<br />

his disease. Once a character has gained 1st level in the<br />

appropriate lycanthrope class, he no longer suffers involuntary<br />

changes and he does not have to change his alignment to match<br />

his lycanthrope type's given moral direction. He has mastered<br />

the disease and can now control it. In addition, he can no<br />

longer be cured of lycanthropy. For all intents and purposes, he<br />

is now a full-blooded lycanthrope.<br />

Expanded rules for lycanthropy, including guidelines on the<br />

disease's effects on a character, are given in chapter three.<br />

Natural Lycanthropes: Children born to one or two<br />

werecreature parents are known as natural lycanthropes. From<br />

birth, they bear the ability to change their shape and are<br />

comfortable with their dual nature. Natural lycanthropes are<br />

like the other player character races, but with a few important<br />

differences. A character with this race is also a member of one<br />

other player character race, referred to as his base race. For<br />

example, one weretiger might have elf as her base race, while<br />

another might select gnome. In addition, you must select a<br />

werecreature type such as werebear or weretiger. These two<br />

choices influence the bonuses and abilities you gain. Natural<br />

lycanthropes have the following features:<br />

• A natural lycanthrope can gain either the ability score<br />

modifiers listed below for his werecreature type or the<br />

standard modifiers for his race. Half-elf and human natural<br />

lycanthropes automatically use their werecreature's<br />

modifiers.<br />

• Low-Light Vision: A natural lycanthrope can see twice as far<br />

as a human in starlight, moonlight, torchlight, and similar<br />

conditions of poor illumination. She retains the ability to<br />

distinguish color and detail under these conditions.<br />

• Lycanthropic Empathy: A natural lycanthrope shares a<br />

special affinity with animals of his werecreature type. He<br />

gains a +4 racial bonus on all checks made to influence an<br />

animal's attitude. He can also communicate simple<br />

commands and concepts to friendly animals.<br />

• Lycanthropy: Obviously, natural lycanthropes cannot<br />

contract this disease. However, they are unable to transmit it<br />

until they have gained several levels in their werecreature<br />

class. See the lycanthropic classes below for more<br />

information.<br />

• Bonus Feat: When a natural lycanthrope gains 1st level in<br />

a werecreature character class, he gains a bonus<br />

lycanthrope feat.<br />

• Shapechanger: Regardless of the natural lycanthrope's<br />

standard creature type, he gains the shapechanger subtype.<br />

• Favored Class: Natural lycanthropes count both their base<br />

race's favored class(es) and their werecreature class as<br />

favored ones.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 37


38<br />

Natural Lycanthrope<br />

Ability Modifiers<br />

Bear +2 Strength, –2 Dexterity, –2 Charisma<br />

Boar +2 Constitution, –2 Charisma<br />

Rat +2 Dexterity, –2 Wisdom<br />

Tiger +2 Intelligence, –2 Wisdom<br />

Chapter Two: Lycanthrope Characters<br />

Wolf +2 Dexterity, +2 Constitution, –2 Wisdom, –2 Charisma<br />

Natural lycanthropes have less exposure to their humanoid<br />

ancestors' native cultures. As such, they lose some of the<br />

standard bonuses and abilities they would normally gain. A<br />

natural lycanthrope receives all the benefits and drawbacks for<br />

his humanoid race except as noted below.<br />

Humans: If you choose human as your character's base race,<br />

you must give up either the bonus skill points or the bonus<br />

feat that you would normally gain for being human.<br />

Dwarves: Natural lycanthrope dwarves lose many of the<br />

abilities ingrained in young dwarves from an early age. If dwarf<br />

is your base race, you lose the stonecunning and weapon<br />

familiarity abilities. In addition, you lose the dwarf racial<br />

bonuses to AC against giants and to attacks against orcs.<br />

Elves: If you select elf as your lycanthrope's base race, you lose<br />

the bonus weapon proficiencies and the +2 racial bonus on<br />

saves against enchantment spells and effects.<br />

Gnomes: Gnome lycanthropes lose their race's common<br />

teachings and skills. They do not gain weapon familiarity, the<br />

+1 racial bonus to hit kobolds, the +4 racial AC bonus against<br />

giants, or the ability to cast dancing lights, ghost sound, and<br />

prestidigitation.<br />

Half-Elf: With half-elf as your lycanthrope's base race, you<br />

lose several racial benefits. You lose the racial bonus to<br />

Diplomacy and Gather Information checks and your +2 racial<br />

bonus to saves against enchantment spells and effects.<br />

Half-Orc: With their orc blood further diluted, these<br />

lycanthropes lose their darkvision ability. Half-orc natural<br />

lycanthropes gain low-light vision as described above instead<br />

of darkvision.<br />

Halflings: A halfling lycanthrope is susceptible to fear-based<br />

effects and loses some of his racial abilities gained through<br />

practice and training. You lose the +2 morale bonus on saves<br />

against fear and the +1 racial bonus on attacks made with<br />

thrown weapons and slings.<br />

Wereblooded Characters: Sometimes, lycanthropy passes<br />

through multiple generations in a family without manifesting<br />

its standard symptoms. For decades, the ability to transform<br />

into an animal could remain dormant as it passes from parent<br />

to child. Sometimes, whether due to a magical effect or simple<br />

luck, a member of one of these quiescent lycanthrope families<br />

manifests his true heritage. Known as the wereblooded, these<br />

characters develop lycanthropic features midway through their<br />

lives. Through a trick of genetics or a magical event, they<br />

develop lycanthropic traits without contracting the disease.<br />

Usually, wereblooded characters have a lycanthrope buried<br />

somewhere in their family tree. Sages theorize that these<br />

shapeshifters unlock their inner potential due to their<br />

exceptional willpower, emotional strength, or focus. In any<br />

event, adventurers are far more likely than the average person<br />

to possess the strength and clarity of mind needed to manifest<br />

previously dormant lycanthropic abilities.<br />

Wereblooded characters must choose a base race and a<br />

lycanthropic race, just like natural lycanthropes. They gain<br />

their base race's standard benefits and drawbacks, but gain<br />

none of the abilities and modifiers listed for natural<br />

werecreatures. However, they are immune to lycanthropy for<br />

obvious reasons. They may gain levels in a werecreature class,<br />

but do not count it as a favored class. They also acquire the<br />

shapechanger subtype.<br />

Wereblooded characters offer you a useful tool to turn an<br />

existing character into a lycanthrope. Discuss this option with<br />

your game master if you want your character to become a<br />

lycanthrope. You do not have to select this option at 1st level,<br />

though your game master is free to judge that this option is offlimits<br />

to everyone but starting characters. A game master is<br />

fully within his rights to deny this option if you choose to<br />

become wereblooded the night after he introduces a wererat as<br />

a major nemesis or immediately before making a save to avoid<br />

contracting lycanthropy.<br />

Lycanthrope Character<br />

Classes<br />

In many ways, the lycanthrope classes behave just like core<br />

and prestige classes. A character must contract lycanthropy,<br />

begin play as a natural lycanthrope, or select the wereblooded<br />

ability as described above to gain levels in one of these classes.<br />

All lycanthrope classes have the following benefits and<br />

drawbacks:<br />

• A character may only take levels in one lycanthrope class.<br />

For example, you cannot take levels in both werewolf and<br />

weretiger. Otherwise, these classes count just like any other<br />

base class for multiclassing purposes.<br />

• You must contract lycanthropy, have natural lycanthrope as<br />

your character's race, or elect to become wereblooded in<br />

order to take levels in one of these classes.<br />

• Lycanthrope NPCs do not necessarily have levels in these<br />

classes. Your game master can design and use the<br />

werecreatures presented in the core rules just like any other<br />

monster. These classes are presented to give you a tool to<br />

make lycanthropes a viable character choice at low-levels<br />

and to keep them balanced against other character types. For<br />

example, a wererat that gains negative levels does not<br />

suddenly lose some of his racial abilities unless he has levels<br />

in the wererat class.<br />

• Once you have taken all the levels in a lycanthrope class, you<br />

no longer count that class's levels for purposes of<br />

determining any XP penalties you may suffer due to<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


unbalanced multiclassing. After mastering your animal<br />

form's abilities, you no longer have to spend time and effort<br />

juggling them and your other classes' training.<br />

Werebear<br />

Werebears have all the following game statistics. Refer to the<br />

werebear culture section of this book for information on why<br />

werebears adventure and their typical outlook on life.<br />

Hit Die: d8.<br />

Class Skills<br />

The werebear’s class skills (and the key ability for each skill)<br />

are Climb (Str), Control Shape (Wis), Craft (Int), Handle<br />

Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str),<br />

Knowledge (nature) (Int), Listen (Wis), Survival (Wis), and<br />

Swim (Str).<br />

Skill Points at 1st Level: (2 + Int modifier) x 4.<br />

Chapter Two: Lycanthrope Characters<br />

Skill Points at Each Additional Level: 2 + Int modifier.<br />

Class Features<br />

All of the following are class features of the werebear.<br />

Weapon and Armor Proficiency: A werebear gains<br />

proficiency with light and medium armor, all simple weapons,<br />

and three martial weapons of your choice.<br />

Ability Score Bonuses: A werebear gains the listed ability<br />

score bonuses as he progresses through this character class.<br />

These bonuses, except for the bonus to Wisdom, only apply to<br />

the werebear's hybrid and animal forms, as described below<br />

under the alternate form special ability.<br />

Alternate Form (Su): A werebear can assume the form of a<br />

brown bear or a bear/humanoid hybrid. In animal form, the<br />

werebear becomes size Large. His space increases to 10 ft. In<br />

hybrid form, the werebear becomes size Large or uses his race's<br />

base size, whichever is bigger. Any armor and clothes he wore<br />

when he made his transformation are destroyed if he becomes<br />

a larger size. A werebear wearing light armor may spend a fullround<br />

action that draws an attack of opportunity to loosen his<br />

armor's straps and buckles before transforming; this prevents<br />

the armor from being destroyed by the change. His other<br />

equipment falls to the ground. If the werebear becomes a<br />

smaller size, his equipment, including armor but not any items<br />

he carries, falls to the ground.<br />

In both forms, the werebear gains the full benefits of the ability<br />

score modifiers and natural AC bonus gained from this class.<br />

In hybrid form, he may attack with a claw that deals 1d6 damage<br />

and a bite that inflicts 1d8 damage. His bite attack gains only<br />

half his normal Strength bonus to damage. With the full attack<br />

action, the werebear may strike with two claws at his full base<br />

attack bonus and a bite attack with a –5 penalty for using a<br />

secondary attack. He never gains second (or third, fourth and so<br />

on) attacks due to a high base attack bonus when using his<br />

natural weapons. Alternatively, he may strike with a weapon and<br />

count his off-hand claw as a light, second weapon. He gains a<br />

10-ft. reach with all of his attacks.<br />

In animal form, the werebear's claw damage increases to 1d8<br />

and his bite damage becomes 2d6. He still gains only half his<br />

Strength bonus to damage with his bite attack. Otherwise, he<br />

fights as per his hybrid form but may not use weapons while<br />

in this form. He does not gain any additional reach, but his<br />

speed becomes 40 ft. While in bear form, he gains a +4 racial<br />

bonus to all Swim checks.<br />

If the werebear uses his bite as his primary attack, he ignores<br />

the –5 penalty normally assigned to it and uses his full<br />

Strength bonus to damage.<br />

Changing form is a standard action that does not provoke an<br />

attack of opportunity.<br />

Scent (Ex): At 1st level, a werebear gains the scent special<br />

ability.<br />

Low-Light Vision (Ex): If the werebear does not already<br />

possess low-light vision, it develops this ability at 2nd level.<br />

Natural Armor: As a werebear gains levels, he increases his<br />

natural armor bonus. This bonus is represented by two<br />

numbers: The number before the slash represents the<br />

character's natural armor bonus in animal and hybrid forms,<br />

and the number after the slash represents the bonus in<br />

humanoid form. For example, a 4th-level werebear has a +3<br />

natural armor bonus in hybrid and animal forms, and a +1<br />

bonus in humanoid form.<br />

Bear Empathy (Ex): A werebear gains a +4 racial bonus on<br />

all checks made to influence a bear's attitude. He can also<br />

communicate simple commands and concepts to friendly<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 39


40<br />

bears. Natural lycanthropes gain this ability as part of their<br />

racial talents.<br />

Damage Reduction (Ex): At 5th level, a werebear gains DR<br />

5/silver while in animal and hybrid form. This DR increases to<br />

10/silver at 9th level.<br />

Improved Grab (Ex): At 6th level, a werebear gains the<br />

improved grab special attack when he is in bear form. To use<br />

this ability, the werebear must hit with one his claw attacks. He<br />

may then attempt to start a grapple as a free action without<br />

drawing an attack of opportunity.<br />

Bonus Feat: Natural lycanthrope characters gain a bonus<br />

lycanthrope feat at 7th level of this class.<br />

Curse of Lycanthropy (Su): At 9th level, the werebear can<br />

spread its lycanthropic heritage to other creatures. Any<br />

humanoid or giant hit by a werebear’s bite attack in animal or<br />

hybrid form must succeed on a DC 15 Fortitude save or<br />

contract lycanthropy.<br />

Wereboar<br />

Wereboars have all the following game statistics. Refer to the<br />

wereboar culture section of this book for information on why<br />

some of these lycanthropes seek a life of adventure and their<br />

attitudes towards others.<br />

Hit Die: d8.<br />

Chapter Two: Lycanthrope Characters<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +2 +2 +0 +2 Str, +2 Wis, alternate<br />

form, scent<br />

2 +1 +3 +3 +0 +2 Str, +2 Con, +1/+0 natural<br />

armor, low-light vision<br />

3 +2 +3 +3 +1 +2 Str, bear empathy, +2/+0<br />

natural armor<br />

4 +3 +4 +4 +1 +2 Str, +2 Con, +3/+1<br />

natural armor<br />

5 +3 +4 +4 +1 +2 Dex, DR 5/silver<br />

6 +4 +5 +5 +2 +2 Str, +2 Con, improved<br />

grab, +4/+1 natural armor<br />

7 +5 +5 +5 +2 +2 Str, bonus feat, +5/+1<br />

natural armor<br />

8 +6/+1 +6 +6 +2 +2 Str, +2 Con, +5/+2<br />

natural armor<br />

9 +6/+1 +6 +6 +3 +2 Str, DR 10/silver, curse of<br />

lycanthropy<br />

Class Skills<br />

The wereboar's class skills (and the key ability for each skill)<br />

are Climb (Str), Control Shape (Wis), Craft (Int), Handle<br />

Animal (Cha), Intimidate (Cha), Jump (Str), Survival (Wis),<br />

and Swim (Str).<br />

Skill Points at 1st Level: (2 + Int modifier) x 4.<br />

Skill Points at Each Additional Level: 2 + Int modifier.<br />

Class Features<br />

All of the following are class features of the wereboar.<br />

Weapon and Armor Proficiency: A wereboar gains<br />

proficiency with light armor, all simple weapons, and two<br />

martial weapons of your choice.<br />

Ability Score Bonuses: A wereboar gains the listed ability<br />

score bonuses as he progresses through this character class.<br />

These bonuses, except for the bonus to Wisdom, only apply to<br />

the wereboar's hybrid and animal forms, as described below<br />

under the alternate form special ability.<br />

Alternate Form (Su): A wereboar can assume the form of a<br />

boar or a boar-humanoid hybrid. The wereboar's animal form<br />

is always Medium size, but his hybrid form is either Medium<br />

or his humanoid race's base size, whichever is larger. If the<br />

wereboar shifts from Small to Medium size, armor and clothes<br />

he wore when he made his transformation are destroyed. A<br />

wereboar wearing light armor may spend a full-round action<br />

that draws an attack of opportunity to loosen his armor's<br />

straps and buckles before transforming; this prevents the<br />

armor from being destroyed by the change. His other<br />

equipment falls to the ground. Hybrids move at the humanoid<br />

race's base speed or 30 ft., whichever is faster. Wereboars in<br />

animal form have a base speed of 40 ft.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +2 +2 +0 +1 Con, +2 Wis, +1/+0 natural armor,<br />

alternate form, scent<br />

2 +1 +3 +3 +0 +2 Str, +1 Con, +2/+0 natural armor, lowlight<br />

vision<br />

3 +2 +3 +3 +1 +1 Con, boar empathy, +4/+1 natural armor<br />

4 +3 +4 +4 +1 +1 Con, +5/+1 natural armor, DR 5/silver<br />

5 +3 +4 +4 +1 +2 Str, +1 Con, +6/+1 natural armor,<br />

ferocity<br />

6 +4 +5 +5 +2 +1 Con, +8/+2 natural armor, curse of<br />

lycanthropy, DR 10/silver<br />

In both forms, the wereboar gains the full benefits of the ability<br />

score modifiers and natural AC bonus gained from this class.<br />

In hybrid form, he may attack with two claws that each deal<br />

1d4 damage. When using the full-attack action, he uses both<br />

claws at his full attack bonus. In place of this claw attack, he<br />

may use weapons as normal. He may also fight with a gore as<br />

a secondary attack that inflicts 1d6 damage plus half his<br />

Strength bonus. This secondary attack suffers a –5 penalty to<br />

hit. If the wereboar uses this gore as his primary attack, he<br />

ignores the penalty and uses his full Strength bonus to<br />

damage. In animal form, the wereboar may attack with a gore<br />

that inflicts 1d8 damage. Regardless of his form, a wereboar<br />

never gains second (or third, fourth and so on) attacks due to<br />

a high base attack bonus when using his natural weapons.<br />

Changing form is a standard action that does not provoke an<br />

attack of opportunity.<br />

Natural Armor: As a wereboar gains levels, he increases his<br />

natural armor bonus. This bonus is represented by two<br />

numbers: The number before the slash represents the<br />

character's natural armor bonus in animal and hybrid forms,<br />

and the number after the slash represents the bonus in<br />

humanoid form. For example, a 3rd-level wereboar has a +4<br />

natural armor bonus in hybrid and animal forms, and a +1<br />

bonus in humanoid form.<br />

Scent (Ex): At 1st level, wereboars gain the scent special<br />

ability. They may use it in all three of their forms.<br />

Low-Light Vision (Ex): If the wereboar does not already<br />

possess low-light vision, it develops this ability at 2nd level.<br />

Boar Empathy (Ex): A wereboar gains a +4 racial bonus on<br />

all checks made to influence a boar's attitude. He can also<br />

communicate simple commands and concepts to friendly<br />

boars.<br />

Damage Reduction (Ex): At 4th level, a wereboar gains DR<br />

5/silver while in animal and hybrid form. This DR increases to<br />

10/silver at 6th level.<br />

Ferocity (Ex): A wereboar is such a tenacious combatant that<br />

it continues to fight without penalty even while disabled or<br />

dying.<br />

Curse of Lycanthropy (Su): At<br />

6th level, the wereboar can spread<br />

its lycanthropic heritage to other<br />

creatures. Any humanoid or giant<br />

hit by its gore attack in animal or<br />

hybrid form must succeed on a DC<br />

15 Fortitude save or contract<br />

lycanthropy.<br />

Wererat<br />

Wererats have all the following game<br />

statistics. Refer to their cultural<br />

description to learn why wererats<br />

become adventurers and the goals<br />

they typically pursue in life.<br />

The wererat class is suited primarily to NPC villains and<br />

opponents. All wererats are lawful evil as part of the curse that<br />

spawned them, making them a poor choice as heroic<br />

characters. On a mechanical level, they receive damage<br />

reduction at a relatively early level. The wererat's otherwise<br />

uninspiring abilities compensate for this, as their ability score<br />

adjustments are poor compared to those of werebears and<br />

weretigers, and their natural attacks are largely ineffective. This<br />

makes them "one-trick ponies" at low levels. In essence,<br />

wererats work as characters but they are not much fun to play.<br />

Hit Die: d8.<br />

Class Skills<br />

The wererat's class skills (and the key ability for each skill) are<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 41


42<br />

Bluff (Cha), Climb (Str), Control Shape (Wis), Disguise (Cha),<br />

Escape Artist (Dex), Hide (Dex), Move Silently (Dex), Search<br />

(Int), Swim (Str), and Tumble (Dex).<br />

Skill Points at 1st Level: (2 + Int modifier) x 4.<br />

Skill Points at Each Additional Level: 2 + Int modifier.<br />

Class Features<br />

All of the following are class features of the wererat.<br />

Weapon and Armor Proficiency: A wererat gains<br />

proficiency with light armor, all simple weapons, the rapier,<br />

and one other martial weapon of your choice.<br />

Ability Score Bonuses: A wererat gains the listed ability<br />

score bonuses as he progresses through this character class.<br />

These bonuses, except for the bonus to Wisdom, only apply to<br />

the wererat's hybrid and animal forms, as described below<br />

under the alternate form special ability.<br />

Alternate Form (Su): A wererat can assume the form of a<br />

dire rat or a humanoid-rat hybrid. The wererat's animal form<br />

is always Small. In hybrid form, the wererat becomes size<br />

Medium or his humanoid race's base size, whichever is larger.<br />

Any armor and clothes he wore when he made his<br />

transformation are destroyed if he becomes a larger size. A<br />

wererat wearing light armor may spend a full-round action<br />

that draws an attack of opportunity to loosen his armor's<br />

straps and buckles before transforming; this prevents the<br />

armor from being destroyed by the change. His other<br />

equipment falls to the ground.<br />

In both forms, the wererat gains the full benefits of the ability<br />

score modifiers and natural AC bonus gained from this class.<br />

In animal form, the wererat may make a bite attack that deals<br />

1d4 damage. In his hybrid form, he may make a bite attack<br />

that inflicts 1d6 damage. He may use this as his primary<br />

attack, or he may use it in addition to his armed attack at a –5<br />

penalty on the attack roll. When using this attack in addition<br />

to his other strikes, the wererat uses only half his Strength<br />

bonus to the bite's damage.<br />

If the wererat uses his bite as his primary attack while in<br />

hybrid form, he ignores the –5 penalty normally assigned to it<br />

and uses his full Strength bonus to damage.<br />

Regardless of his form, a wererat never gains second (or third,<br />

fourth and so on) attacks due to a high<br />

base attack bonus when using his natural<br />

weapons.<br />

A wererat in rat or hybrid form uses its<br />

Dexterity modifier rather than Strength<br />

for Climb or Swim checks. He has a +8<br />

racial bonus on Climb checks and can<br />

always choose to take 10 on a Climb<br />

check, even if rushed or threatened. A<br />

wererat has a +8 racial bonus on Swim<br />

checks while in rat form.<br />

In hybrid form, a wererat uses its base<br />

humanoid race's speed or a speed of 30<br />

Chapter Two: Lycanthrope Characters<br />

ft, whichever is higher. In animal form, a wererat moves 40 ft.<br />

and it gains the climb movement mode at a rate of 20 ft.<br />

Changing form is a standard action that does not provoke an<br />

attack of opportunity.<br />

Low-Light Vision (Ex): If the wererat does not already<br />

possess low-light vision, he develops this ability at 2nd level.<br />

Natural Armor: As a wererat gains levels, he increases his<br />

natural armor bonus. This bonus is represented by two<br />

numbers: The number before the slash represents the<br />

character's natural armor bonus in animal and hybrid forms,<br />

and the number after the slash represents the bonus in<br />

humanoid form. For example, a 3rd-level wererat has a +2<br />

natural armor bonus in hybrid and animal forms, and a +1<br />

bonus in humanoid form.<br />

Scent (Ex): At 1st level, a wererat gains the scent special<br />

ability.<br />

Weapon Finesse: Wererats are naturally quick and agile. This<br />

innate talent translates into their fighting prowess. They<br />

receive the Weapon Finesses feat for free at 1st level.<br />

Rat Empathy (Ex): A wererat gains a +4 racial bonus on all<br />

checks made to influence a rat's attitude. He can also<br />

communicate simple commands and concepts to friendly rats.<br />

Natural lycanthropes gain this ability as part of their racial<br />

talents.<br />

Damage Reduction (Ex): At 2nd level, a wererat gains DR<br />

5/silver while in animal and hybrid form. This DR increases to<br />

10/silver at 4th level.<br />

Disease (Ex): All wererats acquire the ability to spread horrid<br />

diseases. In their natural environment, these beasts wallow in<br />

filth. The disease they commonly carry has the following game<br />

statistics: Filth fever; bite, Fortitude DC 12, incubation period<br />

1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is<br />

Constitution-based.<br />

Curse of Lycanthropy (Su): At 4th level, the wererat can<br />

spread its lycanthropic heritage to other creatures. Any<br />

humanoid or giant hit by a wererat's bite attack in animal or<br />

hybrid form must succeed on a DC 15 Fortitude save or<br />

contract lycanthropy.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +2 +2 +0 +1 Dex, +1 Con, +2 Wis, alternate form,<br />

scent, Weapon Finesse<br />

2 +1 +3 +3 +0 +1 Dex, +1/+1 natural armor, DR 5/silver,<br />

low-light vision<br />

3 +2 +3 +3 +1 +2 Dex, +1 Con, +2/+1 natural armor, rat<br />

empathy<br />

4 +3 +4 +4 +1 +2 Dex, +3/+2 natural armor, curse of<br />

lycanthropy, DR 10/silver<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Weretiger<br />

Weretigers have all the following game statistics. Refer to their<br />

culture section of this book for information on why they<br />

adventure, their attitudes towards life, and their stereotypical<br />

goals.<br />

Hit Die: d8.<br />

Class Skills<br />

The weretiger’s class skills (and the key ability for each skill)<br />

are Balance (Dex), Climb (Str), Control Shape (Wis), Craft<br />

(Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str),<br />

Listen (Wis), Move Silently (Dex), Perform (Cha), Profession<br />

(Wis), and Survival (Wis).<br />

Skill Points at 1st Level: (2 + Int modifier) x 4.<br />

Chapter Two: Lycanthrope Characters<br />

Skill Points at Each Additional Level: 2 + Int modifier.<br />

Class Features<br />

All of the following are class features of the weretiger.<br />

Weapon and Armor Proficiency: A weretiger gains<br />

proficiency with light and medium armor, all simple weapons,<br />

and three martial weapons of your choice.<br />

Ability Score Bonuses: A weretiger gains the listed ability<br />

score bonuses as he progresses through this character class.<br />

These bonuses, except for the bonus to Wisdom, only apply to<br />

the weretiger's hybrid and animal forms, as described below<br />

under the alternate form special ability.<br />

Alternate Form (Su): A weretiger can assume the form of a<br />

tiger or a tiger-humanoid hybrid. In animal form, the weretiger<br />

becomes size Large. His space increases to 10 ft. In hybrid<br />

form, the weretiger becomes size Large or his race's base size,<br />

whichever is bigger; if he becomes Large, he gains 10 ft. reach.<br />

Any armor and clothes he wore when he made his<br />

transformation are destroyed if he becomes a larger size. A<br />

weretiger wearing light armor may spend a full-round action<br />

that draws an attack of opportunity to loosen his armor's<br />

straps and buckles before transforming; this prevents the<br />

armor from being destroyed by the change. His other<br />

equipment falls to the ground. If the weretiger becomes a<br />

smaller size, his equipment, including armor but not any items<br />

he carries in his hands, falls to the ground.<br />

In both forms, the weretiger gains the full benefits of the ability<br />

score modifiers and natural AC bonus gained from this class.<br />

In hybrid form, he may attack with a claw that deals 1d8<br />

damage and a bite that inflicts 1d6 damage. His bite attack<br />

gains only half his normal Strength bonus to damage. With the<br />

full attack action, the weretiger may strike with two claws at<br />

his full base attack bonus and a bite attack with a –5 penalty<br />

to hit for using a secondary attack. He never gains second (or<br />

third, fourth and so on) attacks due to a high base attack<br />

bonus when using his natural weapons. Alternatively, he may<br />

strike with a weapon and count his off-hand claw as a light,<br />

second weapon.<br />

In animal form, the weretiger's claws deal 1d8 and his bite<br />

damage becomes 2d6. He still gains only half his Strength<br />

bonus to damage with his bite attack. Otherwise, he fights as<br />

per his hybrid form, but may not use weapons while in this<br />

form. He does not gain any additional reach, but his speed<br />

increases to 40 ft.<br />

If the weretiger uses his bite as his primary attack, he ignores<br />

the –5 penalty normally assigned to it and uses his full<br />

Strength bonus to damage.<br />

Changing form is a standard action that does not provoke an<br />

attack of opportunity.<br />

Natural Armor: As a weretiger gains levels, he increases his<br />

natural armor bonus. This bonus is represented by two<br />

numbers: The number before the slash represents the<br />

character's natural armor bonus in animal and hybrid forms,<br />

and the number after the slash represents the bonus in<br />

humanoid form. For example, an 8th-level weretiger has a +4<br />

natural armor bonus in hybrid and animal forms, and a +2<br />

bonus in humanoid form.<br />

Scent (Ex): At 1st level, a weretiger gains the scent special<br />

ability.<br />

Skill Bonuses: Owing to their innate agility and grace,<br />

weretigers have a +4 racial bonus on Balance, Hide, and Move<br />

Silently checks. In areas of tall grass or heavy undergrowth,<br />

this Hide bonus improves to +8 in tiger form.<br />

Low-Light Vision (Ex): If the weretiger does not already<br />

possess low-light vision, he develops this ability at 2nd level.<br />

Tiger Empathy (Ex): A weretiger gains a +4 racial bonus on<br />

all checks made to influence a tiger's attitude. He can also<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 43


44<br />

Chapter Two: Lycanthrope Characters<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +2 +2 +0 +1 Str, +1 Dex, +1 Con, +2 Wis,<br />

+1/+0 natural armor, alternate form,<br />

scent, skill bonuses<br />

2 +1 +3 +3 +0 +1 Str, +1 Con, low-light vision<br />

3 +2 +3 +3 +1 +2 Str, +1 Dex, tiger empathy, +2/+1<br />

natural armor<br />

4 +3 +4 +4 +1 +1 Str, +1 Con, rake<br />

5 +3 +4 +4 +1 +1 Str, +1 Dex, +1 Con, +3/+1 natural<br />

armor, DR 5/silver<br />

6 +4 +5 +5 +2 +2 Str, improved grab<br />

7 +5 +5 +5 +2 +1 Str, +1 Dex, +1 Con, +4/+2 natural<br />

armor, bonus feat<br />

8 +6/+1 +6 +6 +2 +1 Str, +1 Con, pounce<br />

9 +6/+1 +6 +6 +3 +2 Str, +5/+2 natural armor, DR<br />

10/silver, curse of lycanthropy<br />

communicate simple commands and concepts to friendly<br />

tigers. Natural lycanthropes gain this ability as part of their<br />

racial talents.<br />

Damage Reduction (Ex): At 5th level, a weretiger gains DR<br />

5/silver while in animal and hybrid form. This DR increases to<br />

10/silver at 9th level.<br />

Rake (Ex): When grappling a foe in his animal form, a<br />

weretiger learns to bring its rear claws to bear with deadly<br />

effect. A weretiger with this ability gains two additional claw<br />

attacks that it can use only against a grappled foe. Rake attacks<br />

are not subject to the usual –4 penalty for attacking with a<br />

natural weapon in a grapple.<br />

A weretiger must begin its turn grappling to use its rake. It<br />

cannot begin a grapple and rake in the same turn. The<br />

weretiger's rake deals 1d8 damage plus half its Strength bonus.<br />

Improved Grab (Ex): At 6th level, a weretiger gains the<br />

improved grab special attack when he is in tiger form. To use<br />

this ability, the weretiger must hit with one his claw attacks. He<br />

may then attempt to start a grapple as a free action without<br />

drawing an attack of opportunity.<br />

Bonus Feat: Natural lycanthrope characters gain a bonus<br />

lycanthrope feat at 7th level of this class.<br />

Pounce (Ex): At 8th level, a weretiger learns to make the<br />

most of his explosive strength and speed while in animal form.<br />

If a weretiger in tiger form charges an opponent, it can make a<br />

full attack, including two rake attacks.<br />

Curse of Lycanthropy (Su): At 9th level, the weretiger can<br />

spread its lycanthropic heritage to other creatures. Any<br />

humanoid or giant hit by a weretiger’s bite attack in animal or<br />

hybrid form must succeed on a DC 15 Fortitude save or<br />

contract lycanthropy.<br />

Werewolf<br />

Werewolves have all the following game<br />

statistics. The section on werewolf society,<br />

history, and attitudes sheds light on how<br />

and why they become adventurers.<br />

As werewolves are chaotic evil creatures,<br />

they make poor adventurers. Given to<br />

bloodlust, madness, and murder, they make<br />

ideal villains. In addition, as with the<br />

wererat, this class offers little to the typical<br />

adventurer. Remember that villains and<br />

monsters generally interact with the<br />

adventurers only during a few scenes in the<br />

course of an adventure. Werewolves<br />

function fine in such limited environments,<br />

but their abilities are a little too limited to<br />

function well over the course of an entire<br />

adventure.<br />

Hit Die: d8.<br />

Class Skills<br />

The werewolf's class skills (and the key<br />

ability for each skill) are Climb (Str),<br />

Control Shape (Wis), Handle Animal (Cha), Intimidate (Cha),<br />

Jump (Str), Listen (Wis), Survival (Wis), and Swim (Str).<br />

Skill Points at 1st Level: (2 + Int modifier) x 4.<br />

Skill Points at Each Additional Level: 2 + Int modifier.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Class Features<br />

All of the following are class features of the werewolf.<br />

Weapon and Armor Proficiency: A werewolf gains<br />

proficiency with light armor, all simple weapons, and two<br />

martial weapons of your choice.<br />

Ability Score Bonuses: A werewolf gains the listed ability<br />

score bonuses as he progresses through this character class.<br />

These bonuses, except for the bonus to Wisdom, only apply to<br />

the werewolf's hybrid and animal forms, as described below<br />

under the alternate form special ability.<br />

Alternate Form (Su): A werewolf can assume the form of a wolf<br />

or a humanoid-wolf hybrid. The werewolf's animal form is always<br />

Medium size. In hybrid form, the werewolf's size changes to<br />

Medium or his humanoid race's base size, whichever is larger. If<br />

the werewolf grows larger, any armor and clothes he wore when<br />

he made his transformation are destroyed. A werewolf wearing<br />

light armor may spend a full-round action that draws an attack of<br />

opportunity to loosen his armor's straps and buckles before<br />

transforming; this prevents the armor from being destroyed by the<br />

change. His other equipment falls to the ground.<br />

In both animal and hybrid forms, the werewolf gains the full<br />

benefits of the ability score modifiers and natural AC bonus<br />

gained from this class.<br />

In animal form, the werewolf may make a bite attack that deals<br />

1d6 damage. In his hybrid form, he may<br />

make two claw attacks that inflict 1d4<br />

damage and a bite attack that inflicts 1d6<br />

damage. He uses his full base attack bonus<br />

with both claw attacks. He may use his bite<br />

as a secondary attack in addition to his<br />

claws or any weapons he holds at a –5<br />

penalty to hit. When using this attack in<br />

addition to his other strikes, the werewolf<br />

uses only half his Strength bonus to the<br />

bite's damage. Regardless of his form, a<br />

werewolf never gains second (or third,<br />

fourth and so on) attacks due to a high<br />

base attack bonus when using his natural<br />

weapons.<br />

In hybrid form, a werewolf uses its base<br />

humanoid race's speed or a speed of 30 ft.,<br />

whichever is greater. In animal form, a<br />

werewolf moves at a speed of 50 ft.<br />

Chapter Two: Lycanthrope Characters<br />

Changing form is a standard action that does not provoke an<br />

attack of opportunity.<br />

Scent (Ex): At 1st level, a werewolf gains the scent special<br />

ability.<br />

Canny Tracker (Ex): A werewolf in hybrid or wolf form gains<br />

a +4 racial bonus on Survival checks when tracking by scent.<br />

Low-Light Vision (Ex): If the werewolf does not already<br />

possess low-light vision, he develops this ability at 2nd level.<br />

Natural Armor: As a werewolf gains levels, he increases his<br />

natural armor bonus. This bonus is represented by two<br />

numbers: The number before the slash represents the<br />

character's natural armor bonus in animal and hybrid forms,<br />

and the number after the slash represents the bonus in<br />

humanoid form. For example, a 3rd-level werewolf has a +2<br />

natural armor bonus in hybrid and animal forms, and a +1<br />

bonus in humanoid form.<br />

Wolf Empathy (Ex): A werewolf gains a +4 racial bonus on<br />

all checks made to influence a wolf's attitude. He can also<br />

communicate simple commands and concepts to friendly<br />

wolves. Natural lycanthropes gain this ability as part of their<br />

racial talents.<br />

Damage Reduction (Ex): At 3rd level, a werewolf gains DR<br />

5/silver while in animal and hybrid form. This DR increases to<br />

10/silver at 5th level.<br />

Trip (Ex): At 4th level, a werewolf learns to use its powerful<br />

jaws in animal form to pull down its enemies and pounce<br />

upon them. If the werewolf hits with a bite attack while in<br />

animal form, it can attempt to trip the opponent with a +2<br />

racial bonus to its Strength check as a free action without<br />

making a touch attack or provoking an attack of opportunity.<br />

Curse of Lycanthropy (Su): At 4th level, the werewolf can<br />

spread its lycanthropic heritage to other creatures. Any<br />

humanoid or giant hit by a werewolf's bite attack in animal or<br />

hybrid form must succeed on a DC 15 Fortitude save or<br />

contract lycanthropy.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +2 +2 +0 +1 Str, +2 Wis, alternate form, scent,<br />

canny tracker<br />

2 +1 +3 +3 +0 +1 Dex, +1 Con, +1/+0 natural armor,<br />

low-light vision<br />

3 +2 +3 +3 +1 +1 Dex, +1 Con, +2/+1 natural armor,<br />

DR 5/silver, wolf empathy<br />

4 +3 +4 +4 +1 +1 Dex, +1 Con, +3/+1 natural armor,<br />

trip attack<br />

5 +3 +4 +4 +1 +1 Dex, +1 Con, +4/+2 natural armor,<br />

curse of lycanthropy, DR 10/silver<br />

Lycanthrope Prestige<br />

Classes<br />

With their unique abilities and cultures, lycanthropes have<br />

developed a wide array of specialized fighting styles, schools of<br />

magic, and other talents. Each of the five major lycanthrope<br />

races receives at least one prestige class in this section. In<br />

addition, several of the prestige classes are suitable for all<br />

werecreatures. Players can use these classes to expand their<br />

abilities and create unique characters. For game masters,<br />

prestige classes give you a convenient way to spring a surprise<br />

on your players. Even the most experienced fantasy gamer<br />

cannot memorize the exact abilities and talents given by every<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 45


46<br />

Chapter Two: Lycanthrope Characters<br />

last prestige class. When designing lycanthrope villains, use<br />

these classes to help you sculpt enemies worthy of the<br />

characters' attentions.<br />

Some of these classes might work with other races, such as<br />

orcs, humans, elves, and so on. In many cases, these classes<br />

draw on the stereotypical depiction and expectations built into<br />

the various werecreatures. For example, the master of the hunt<br />

gathers wolves to him and learns to fight alongside them with<br />

great skill and cunning. A barbarian cult dedicated to a wolf<br />

totem might use this prestige class to model its most powerful<br />

members' deep connection to wolf packs. Sometimes, you can<br />

strip away the background material attached to a prestige class<br />

and use its mechanics in a wide variety of situations.<br />

The prestige classes are presented in alphabetical order. They<br />

are designed for use with lycanthropes, and each has that type<br />

flagged next to its name. Those marked with "any" are<br />

available to all werecreatures. Many of these classes also<br />

include notes for adapting them to other lycanthrope types.<br />

Bestial Warmaster (Any)<br />

Among the lycanthropes, there sometimes appears a powerful,<br />

towering figure that surpasses his fellows in terms of size,<br />

strength, and ferocity. These werecreatures hew much closer to<br />

their animal nature than their humanoid side, allowing them<br />

to reach unparalleled levels of physical might and savagery.<br />

Some sages believe that these talents come about through a<br />

trick of breeding or heritage. As these monsters typically come<br />

to lead packs of werewolves, wereboars, and wererats,<br />

researchers think of them as a sort of lycanthropic nobility. In<br />

truth any lycanthrope that focuses his thoughts and actions on<br />

bringing out his animal side can grow into a powerful, vicious<br />

beast. Bestial warmasters lead their packs not because of<br />

tradition or birthright, but because they are the toughest,<br />

strongest, and most capable fighters among their folk.<br />

Any lycanthrope can become a bestial warmaster, though these<br />

warriors are most common among wereboars and werewolves.<br />

Of the other common wereraces, werebears sometimes<br />

produce them, while wererats and weretigers only rarely have<br />

the violent, savage tendencies needed to mold a warmaster.<br />

Lycanthropes that grow up in the wild, isolated from their<br />

kind, naturally grow into this role as they lean upon their<br />

animal nature to survive. Regardless of how or why they arise,<br />

bestial warmasters usually occupy positions as warleaders,<br />

guardians of sacred places, or even cruel despots among evil<br />

lycanthropes.<br />

Hit Die: d12<br />

Requirements<br />

To become a bestial warmaster, a character must fulfill all the<br />

following criteria:<br />

Base Attack Bonus +8<br />

Intimidate: 8 ranks<br />

Feats: Cleave, Power Attack<br />

Strength 16+ in humanoid form<br />

Race: Lycanthrope<br />

Class Skills<br />

The bestial warmaster's class skills (and the key ability for<br />

each) are Climb (Str), Handle Animal (Cha), Intimidate (Cha),<br />

Jump (Str), Survival (Wis), and Swim (Str).<br />

Skill Points at Each Level: 2 + Int modifier.<br />

Class Features<br />

All of the following are class features of the bestial warmaster<br />

prestige class.<br />

Weapon and Armor Proficiency: The bestial warmaster<br />

gains no additional proficiencies with weapons, armor, or<br />

shields.<br />

Beast of War (Ex): The bestial warmaster excels in using his<br />

natural attacks to tear his enemies to pieces. He counts as<br />

having the Weapon Focus feat for all of his natural attacks<br />

except for his humanoid form's unarmed attacks.<br />

Natural Armor (Ex): As the warmaster gains experience in<br />

combat, his hide toughens and thickens to help him resist<br />

blows. He gains a bonus to his natural AC modifier according<br />

to his level. Note that the bonus on his progression table<br />

represents the total modifier he gains. For example, at 7th level<br />

the warmaster gains a total +3 bonus to his natural AC<br />

modifier. This bonus applies only to the warmaster's animal<br />

form.<br />

Monstrous Bearing (Su): When the bestial warmaster is in<br />

his hybrid or animal form, he can opt to spend a standard<br />

action which does not provoke attacks of opportunity to<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

further increase his size. He grows one size category larger,<br />

gains a +4 bonus to Strength, a +2 bonus to Constitution, and<br />

+5 ft. reach. He gains all the benefits and drawbacks of<br />

increasing his size as normal, such as modifiers to attack rolls<br />

and AC. If the lycanthrope becomes size Large or greater, his<br />

space becomes 10 ft. The warmaster may grow no more than<br />

one size category larger. He can return to his normal size as a<br />

standard action which does not provoke attacks of<br />

opportunity. Any equipment he wears falls off or is ruined as<br />

per a standard lycanthrope changing into a larger form. After<br />

attaining this larger size, the lycanthrope can shift from hybrid<br />

to animal form and back while retaining his greater size.<br />

However, he cannot return to humanoid form without first<br />

shrinking down to normal.<br />

Note that any extra hit points the warmaster gains due to an<br />

enhanced Constitution disappear when his score returns to<br />

normal. Subtract the hit points lost by this sudden drop from<br />

both the warmaster's maximum and current hit points.<br />

Fangs of the Beast (Ex): When the warmaster grows to a<br />

larger than normal size, his claws, fangs, and other natural<br />

weapons shift and change to deal additional damage. At 6th<br />

level, the warmaster's transformation is fine-tuned to the point<br />

that he inflicts additional damage with his thicker, sharper<br />

claws and fangs. Treat his natural attacks as size Medium<br />

weapons that are increased to size Large to determine their<br />

new damage when he uses his monstrous bearing ability.<br />

Glowering Beast (Ex): When the bestial warmaster gains a<br />

larger size, he acquires a fearsome, terrifying aspect. His lesser<br />

enemies stumble back to evade his massive claws and slavering<br />

fangs. Beginning at 8th level, when the bestial warmaster uses<br />

a standard action to increase his size, any opponents that can<br />

see him must make Will saves with a DC equal to his<br />

Intimidate check. Creatures that fail this save cannot attack<br />

him until his action next round.<br />

Gargantuan Bearing (Su): At 10th level, the bestial<br />

warmaster can attain even greater sizes. When he uses his<br />

monstrous bearing ability, he may now opt to grow one or two<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +1 +2 +0 +0 Beast of war<br />

2 +2 +3 +0 +0 Natural armor +1<br />

3 +3 +3 +1 +1<br />

4 +4 +4 +1 +1 Monstrous bearing<br />

5 +5 +4 +1 +1 Natural armor +2<br />

6 +6 +5 +2 +2 Fangs of the beast<br />

7 +7 +5 +2 +2 Natural armor +3<br />

8 +8 +6 +2 +2 Glowering beast<br />

9 +9 +6 +3 +3 Natural armor +4<br />

10 +10 +7 +3 +3 Gargantuan bearing<br />

sizes larger. If he grows two sizes larger, he gains a +8 bonus to<br />

Strength, a +4 bonus to Constitution, and +10 ft. reach. These<br />

bonuses are used in place of, not in addition to, those gained<br />

by growing one size category. Otherwise, use all the rules<br />

detailed under the monstrous bearing ability described above.<br />

Emerald Claw (Weretiger)<br />

Many monastic orders model their fighting techniques after the<br />

maneuvers and tactics used by a variety of animals. From<br />

insects to powerful beasts to magical creatures, the natural<br />

world provides many examples that martial artists can use in<br />

molding their styles. The Order of the Emerald Claw takes this<br />

belief to its logical conclusion. Their fighting style, known as<br />

Tiger Claw Fist, not only draws on the tiger's ferocity and<br />

overwhelming strength, but it also requires its practitioners to<br />

take the form of a snarling tiger. From savanna druids to<br />

weretiger fighters, this monastic order draws a variety of<br />

shapechangers who seek to meld their animal and humanoid<br />

sides into a single, lethal combination. A visitor to an Emerald<br />

Claw monastery is likely to witness fights between tigers and<br />

humans, with both participants employing martial arts<br />

maneuvers designed to take advantage of their forms' strengths<br />

while masking their weaknesses.<br />

The monks of the Emerald Claw learn to affect partial<br />

transformations of their bodies, turning their hands into<br />

clawed weapons that can rend and tear flesh. They focus their<br />

ki to produce a tremendous roar or create a fearsome aspect,<br />

striking fear into their enemies or rooting them in place due to<br />

overwhelming terror. As these monks master their unique form<br />

of martial arts, they learn to use their claws to cause greater<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 47


48<br />

injury and pain. While not expressly created and used by evil<br />

monks, this martial art's brutality is second to none. Good<br />

orders of the Emerald Claw emphasize responsibility and the<br />

careful application of violence, while evil ones exult in causing<br />

pain and spreading terror.<br />

You can adapt this prestige class to fit other werecreatures that<br />

gain strength and speed in their animal forms. Wererats are a<br />

poor fit for it, as their animal form is rarely considered<br />

powerful or aggressive. Bear or boar fighting styles might<br />

follow a similar path as the one shown here, though you<br />

should change this class's abilities' names to better fit them.<br />

Hit Die: d8<br />

Abbreviation: Emc<br />

Requirements<br />

To become an emerald claw, a character must fulfill all the<br />

following criteria:<br />

Base Attack Bonus +5<br />

Feats: Improved Grapple, Improved Unarmed Strike<br />

Special: The ability to change into a size Medium or larger<br />

tiger for at least an hour per day. This change can be<br />

accomplished via the alternate form ability, wild shape, or any<br />

other supernatural or spell-like ability a creature can use.<br />

Magic items that confer the ability to change shape do not<br />

fulfill this requirement.<br />

Class Skills<br />

The emerald claw's class skills (and the key ability for each) are<br />

Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex),<br />

Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex),<br />

Spot (Wis), Swim (Str), and Tumble (Dex).<br />

Skill Points at Each Level: 4 + Int modifier.<br />

Chapter Two: Lycanthrope Characters<br />

Class Features<br />

All of the following are class features of the emerald claw<br />

prestige class.<br />

Weapon and Armor Proficiency: The emerald claw gains<br />

no additional proficiencies with weapons, armor, or shields.<br />

Unarmed Strike: The emerald claw studies the martial arts in<br />

much the same manner as a monk. Stack the claw's levels with<br />

any monk levels he has to determine his unarmed damage,<br />

unarmored speed, AC bonus, and flurry of blows attack<br />

bonus. If the claw does not yet have any levels in monk, count<br />

only his levels in this class to determine those abilities. For<br />

example, an emerald claw with six levels in this class and five<br />

levels in monk uses the flurry of blows attack as an 11th-level<br />

monk. If an emerald claw had four levels in this class and none<br />

in monk, he would use the flurry of blows attack bonus of a<br />

4th-level monk.<br />

Springing Tiger Stance (Ex): The tiger is always wary and<br />

alert, ready to pounce upon a foe in a split second. The<br />

emerald claw throws himself at his opponents in the same way<br />

a tiger launches itself at its prey, claws and teeth poised to rend<br />

and tear. When charging, the emerald claw may opt to make a<br />

Jump check to leap upon his enemy. If his jump covers at least<br />

half the distance he must move to charge, he can attack using<br />

the full number of strikes allowed by his flurry of blows rather<br />

than a single attack.<br />

Tiger Claw Punch (Su): The emerald claw learns to gain<br />

greater focus and control over his claws. In human or hybrid<br />

form, he can retract and shape them so that his unarmed<br />

strikes deal more damage. Beginning at 2nd level, he gains a<br />

+2 bonus to damage when fighting with unarmed strikes in<br />

human or hybrid form.<br />

Claws of Righteous Order (Su): Powered by his intense<br />

focus and mastery of his inner strength, the emerald claw's<br />

natural attacks in tiger form and unarmed attacks in hybrid and<br />

humanoid shape count as lawful weapons for purposes of<br />

overcoming DR once he has achieved 3rd level in this class.<br />

Tiger's Fangs (Ex): The emerald claw's knowledge of the<br />

martial arts does not disappear when he assumes his animal<br />

form. Instead, beginning at 3rd level, he learns to adapt his<br />

fighting styles to the tiger's body. While in animal form, he may<br />

use his flurry of blows attack bonus with one of his natural<br />

attacks, using the higher of his monk unarmed damage or his<br />

natural damage. When using this option, the emerald claw<br />

attacks with either his bite or claw. He does not gain his other<br />

natural attacks in addition to his flurry of blows.<br />

Tearing Claw Strike (Ex): At 4th level, the emerald claw<br />

learns to use his claws in concert to devastate his enemies.<br />

When he hits the same opponent with two or more natural or<br />

unarmed attacks in the same round, any further attacks he<br />

makes against that same opponent deal an additional +2<br />

damage. For example, an emerald claw receives three unarmed<br />

attacks per round. He strikes a goblin and hits with his first<br />

two strikes. Any additional hits he scores with unarmed or<br />

natural attacks against that goblin gain a +2 bonus to damage.<br />

The emerald claw digs his claws and fangs into his opponent,<br />

rending and tearing him to pieces.<br />

Tiger Roar (Sp): By focusing his inner ki energy over the<br />

space of a few moments, the emerald claw can unleash it as a<br />

howling shriek that strikes terror into his enemies. The claw<br />

must be in his animal form in order to use this ability. Once per<br />

day starting at 5th level, with an additional daily use gained at<br />

9th level, the emerald claw can unleash a terrible roar that<br />

causes all enemies within 100 ft. to make Will saves (DC 17 +<br />

the emerald claw's Wisdom modifier) or become shaken.<br />

Shaken creatures suffer a –2 penalty to attacks, checks, and<br />

saves. This ability is a sonic effect. Only creatures that can hear<br />

the emerald claw may be targeted with this ability.<br />

Overwhelming Rush (Ex): When in his hybrid or animal<br />

form, the emerald claw can drop to all fours when charging his<br />

opponent. By throwing himself in the air and putting his<br />

weight behind his attack, he can knock his opponent prone<br />

and send him sprawling. When a 6th-level or higher emerald<br />

claw charges in hybrid or animal form, he may make a free trip<br />

attack against his enemy without drawing an attack of<br />

opportunity. The claw uses his best base attack bonus to<br />

determine if the trip hits. Resolve this check before the<br />

emerald claw makes his other attacks. Otherwise, use the<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

standard rules for trip attacks. The emerald claw cannot be<br />

tripped as a result of this attack.<br />

Tiger's Eyes (Sp): Tigers are renowned for their predatory<br />

instincts. The emerald claw learns to combine his inner,<br />

animal nature with his mastery of ki energy to crush his<br />

opponent's will. Once per day beginning at 7th level, he may<br />

use a gaze attack against a single opponent that functions as<br />

the spell hold monster except that it is considered a fear-based<br />

effect. The save DC against this effect is 15 + the emerald<br />

claw's Wisdom modifier.<br />

Adamantine Claws (Su): Through training and focus of his<br />

internal energy, the emerald claw imbues his natural and<br />

unarmed attacks with a supernatural strength and hardness. At<br />

eighth level and above, his claws, bite, and unarmed strikes<br />

count as adamantine weapons for purposes of defeating DR.<br />

Rending Claw Strike (Ex): By digging his claws into his<br />

enemy and ripping and tearing with them, the emerald claw<br />

can savage an opponent with horrific efficiency. If a 10th-level<br />

emerald claw strikes the same opponent with two or more<br />

attacks on his action, he may opt to deal extra damage if he<br />

reduces his number of attacks. Once the claw hits an opponent<br />

a second time during his action with a natural or unarmed<br />

strike, he can immediately elect to surrender any additional<br />

attacks he can make. In return, he automatically inflicts<br />

additional damage equal to double his claw or unarmed<br />

damage, whichever is greater, plus his Strength bonus times<br />

1.5. The emerald claw may use this ability only once per round<br />

and he must use it during his action. He cannot use it in<br />

conjunction with an attack of opportunity.<br />

For example, a 10th-level emerald claw/7th-level monk/3rdlevel<br />

weretiger attacks an opponent using his flurry of blows.<br />

Normally, he gains five unarmed strikes per round. If his first<br />

two attacks hit, he can opt to give up his last three attacks to<br />

rend his foe. By the same token, if his first attack missed but<br />

his second and third hit, he could surrender his last two<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +0 +2 +0 Springing tiger<br />

stance<br />

2 +1 +0 +3 +0 Tiger claw punch<br />

3 +2 +1 +3 +1 Claws of righteous<br />

order, tiger's fangs<br />

4 +3 +1 +4 +1 Tearing claw strike<br />

5 +3 +1 +4 +1 Tiger roar (1/day)<br />

6 +4 +2 +5 +2 Overwhelming rush<br />

7 +5 +2 +5 +2 Tiger's eyes<br />

8 +6 +2 +6 +2 Adamantine claws<br />

9 +6 +3 +6 +3 Tiger roar (2/day)<br />

10 +7 +3 +7 +3 Rending claw strike<br />

attacks to deal additional damage. The claw must decide to<br />

give up his attacks and gain additional damage as soon as his<br />

second attack hits. He cannot resolve additional attacks then<br />

decide to use this ability.<br />

Herald of Decay (Wererat)<br />

The foul wererats spread disease wherever they take root. As<br />

creatures of the sewers and other dark, hidden places in<br />

human cities, they must frequently cope with outbreaks of<br />

sickness. Luckily for the wererats, they are naturally hardy<br />

creatures. Elder wererats are infested with many diseases that<br />

fail to harm them while providing a convenient weapon<br />

against less well-adapted enemies. While most wererats<br />

consider their endemic diseases more of a minor bother than a<br />

boon or blessing, a small sect of wererats see diseases as an<br />

important tool in keeping humans, dwarves, and other<br />

humanoid races in line. Particularly among the followers of<br />

Verthix the Plague Lord, disease is considered both an<br />

honorable badge and a useful tool that should be cultivated<br />

and used.<br />

The herald of decay is an ardent follower of Verthix, one who<br />

seeks truth and strength in the comforting embrace of a deadly<br />

illness. While his physical body wastes away under a disease's<br />

assault, his mental processes and magical senses acquire a<br />

well-honed edge. In time, he loses dependence on his physical<br />

form and uses the sheer force of his intellect or personality to<br />

sustain his life.<br />

Heralds of decay rarely work together. Most of them discover<br />

the secrets of this prestige class while caught in the fevered<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 49


50<br />

grip of an illness. As the disease assaults their minds and<br />

senses, they acquire a supernatural insight into the workings<br />

of decay and may even receive a vision from Verthix himself.<br />

Thus set upon their course, they strike out on a holy crusade<br />

to spread disease and propagate Verthix's teachings.<br />

This prestige class is suited to the followers of any god or<br />

demon of sickness, decay, and disease. In terms of<br />

lycanthropes, wererats are the only logical fit for it. Their<br />

animal nature, innate abilities, and common settling grounds<br />

make them prime candidates for a prestige class that spreads<br />

diseases. Werewolves are too brutal to follow this path, while<br />

wereboars, tigers, and bears typically lack the sadistic nature<br />

needed to embrace the herald of decay's path.<br />

Hit Die: d6<br />

Requirements<br />

To become a herald of decay, a character must fulfill all the<br />

following criteria:<br />

Ability to cast 2nd-level spells (arcane or divine)<br />

Knowledge (arcana): 8 ranks<br />

Special: Contract and survive a disease that inflicts at least 6<br />

points of ability score damage during the course of your<br />

infection. Otherwise, you must have an exceptional,<br />

supernatural, or spell-like ability to cause disease in others.<br />

This ability can be granted via a class feature, a magical spell<br />

you can prepare and/or cast, or an innate racial ability.<br />

Class Skills<br />

The herald of decay's class skills (and the key ability for each)<br />

are Concentration (Con), Craft (Int), Handle Animal (Cha),<br />

Heal (Wis), Knowledge (arcana), Profession (Wis), and<br />

Spellcraft (Int).<br />

Skill Points at Each Level: 2 + Int modifier.<br />

Class Features<br />

All of the following are class features of the herald of decay<br />

prestige class.<br />

Weapon and Armor Proficiency: The herald of decay gains<br />

no additional proficiencies with weapons, armor, or shields.<br />

Spellcasting Ability: The herald of decay gains arcane or<br />

divine spellcasting as he progresses through this<br />

prestige class. He stacks his levels from this class<br />

with the caster level he has in any spellcasting<br />

class of his choice. He gains additional spells per<br />

day, a higher caster level, and higher level spells.<br />

He does not gain any of the other benefits<br />

normally associated with gaining levels in his<br />

other class. For example, a 10th-level<br />

wizard/3rd-level herald of decay would cast<br />

spells as a 13th-level wizard. However, his<br />

familiar would have abilities as per a 10th-level<br />

wizard's minion.<br />

Strength of Decay (Ex): The herald of decay<br />

gains strength of mind and clarity of purpose even<br />

as his body rots away and crumbles into ruin. The<br />

herald gains a +2 bonus to his choice of<br />

Intelligence or Charisma. In return, he suffers a –2<br />

Chapter Two: Lycanthrope Characters<br />

penalty to Constitution and either Strength or Dexterity. In<br />

addition, any spell, special ability, or other attack he uses that<br />

causes a disease gains increased potency. Add the herald's<br />

Intelligence or Charisma modifier to the save DC needed to resist<br />

any diseases he attempts to spread to his enemies.<br />

Arcane Pestilence (Su): As the herald's body continues to<br />

rot and his mastery of disease grows, he becomes a living<br />

avatar of pestilence. Starting at 4th level, the herald gains a<br />

persistent cloud of flies and other putrid insects that feed on<br />

his rotting body. These vermin harass the herald's enemies,<br />

biting and stinging them. Any creature that moves within a 30<br />

ft. radius of the herald must make a Fortitude save (DC 15 +<br />

the herald's Intelligence or Charisma modifier) or suffer a –2<br />

competence penalty to attacks, saves, and checks. This penalty<br />

persists for 1d6 minutes, as the insects burrow into and<br />

beneath clothing and armor, deliver painful stings and bites,<br />

and otherwise distract the herald's foes. A creature that<br />

succeeds its saving throw against this effect need not save<br />

again for the rest of the encounter.<br />

Mind Over Body (Ex): As the herald's afflictions run their<br />

course, his body slowly fails and dies. Upon achieving 7th<br />

level in this class, he survives only by his indomitable will and<br />

the strange, symbiotic relationship he has developed with the<br />

diseases that infest his form. The herald now loses his<br />

Constitution score. In its place, he uses his Charisma modifier<br />

to determine all Constitution-related effects such as modifiers<br />

to skills and saves, ability score checks, hit point modifier, and<br />

so on.<br />

Lord of Decay (Su): At 10th level, the herald of decay<br />

becomes an unquestioned master of the strange magic behind<br />

the creation and propagation of disease and sickness. His very<br />

touch turns simple creatures and plants into dead, rotting<br />

husks. The herald gains the ability to induce the rapid onset of<br />

rot and decay. Once per day, he can deliver a touch attack<br />

against an opponent, who must then make a Fortitude save<br />

(DC 20 + the herald's Intelligence or Charisma modifier). If the<br />

target fails his save, he suffers 2d4 points of temporary<br />

Constitution damage. On a successful save, the target suffers<br />

1d4 temporary points of Con damage. The victim's flesh<br />

blackens, rots, and falls from his body, while sickening red<br />

boils spread across his form.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +2 +0 +2 +1 caster level, strength of decay<br />

2 +1 +3 +0 +3 +1 caster level<br />

3 +1 +3 +1 +3 +1 caster level<br />

4 +2 +4 +1 +4 Arcane pestilence, +1 caster level<br />

5 +2 +4 +1 +4 +1 caster level<br />

6 +3 +5 +2 +5 +1 caster level<br />

7 +3 +5 +2 +5 Mind over body, +1 caster level<br />

8 +4 +6 +2 +6 +1 caster level<br />

9 +4 +6 +3 +6 +1 caster level<br />

10 +5 +7 +3 +7 Lord of decay, +1 caster level<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

Knight of Glade and Glen<br />

(Werebear)<br />

Among the werebears, the knights of glade and glen are<br />

perhaps the most respected and feared defenders of the forest<br />

realm. Personally chosen by the gods of plants, animals, and<br />

earth, they bear a holy mark that allows them to compel respect<br />

from nature's children. As they grow in power, they learn to<br />

ignore the pitiful tools crafted and used against them by the<br />

forces of civilization. Arrows bounce from their hides, swords<br />

fail to draw their blood, and the stoutest armor buckles and<br />

cracks beneath their assaults. In battle, a knight of glade and<br />

glen is a ferocious foe. Drawing on his animal instincts and<br />

primal anger, he channels nature's fury into his body and grows<br />

in strength and potency.<br />

Knights of glade and glen are chosen in a special ceremony<br />

observed by werebear lodges. Each year, prospective<br />

candidates receive a benediction from the werebear shamans<br />

before venturing off alone into the wilderness with no<br />

weapons, armor, or supplies. After days of wandering, the<br />

chosen werebears find an overgrown, forgotten path through<br />

their domain. This trail invariably leads to the lair or location<br />

of some creature that seeks to ravage the natural environment.<br />

All the werebear seekers chosen from among the potential<br />

initiates meet as they follow this path. When they have all<br />

assembled, they finally converge upon their chosen enemy and<br />

must defeat him. If they are victorious, the survivors receive a<br />

vision from the gods that unlocks the first secrets of this<br />

prestige class. From that moment onward, these werebears<br />

serve as nature's handpicked defenders.<br />

This prestige class can apply to any lycanthrope that seeks to<br />

preserve nature from destruction. Its members must be good,<br />

limiting it to those animal races that yield noble lycanthropes.<br />

You can also extend this class to any animal type that is<br />

normally considered benevolent or protective in your<br />

campaign world.<br />

Hit Die: d8<br />

Abbreviation: Kgg<br />

Requirements<br />

To become a knight of glade and glen, a character must fulfill<br />

all the following criteria:<br />

Base Attack Bonus +5<br />

Divine Spellcaster level 2+<br />

Knowledge (nature): 4 ranks<br />

Alignment: Lawful good<br />

Race: Werebear<br />

Class Skills<br />

The knight of glade and glen's class skills (and the key ability<br />

for each) are Climb (Str), Concentration (Con), Craft (Int),<br />

Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump<br />

(Str), Knowledge (nature), Sense Motive (Wis), Survival (Wis),<br />

and Swim (Str).<br />

Skill Points at Each Level: 4 + Int modifier.<br />

Class Features<br />

All of the following are class features of the knight of glade and<br />

glen prestige class.<br />

Weapon and Armor Proficiency: The knight gains no<br />

additional proficiencies with weapons, armor, or shields.<br />

Nature's Fury (Ex): As the chosen guardian of the forest, the<br />

knight of glade and glen fights with the raw power and fury of<br />

the natural world. Like a cornered animal or a ferocious beast,<br />

he can summon tremendous reserves of strength that<br />

temporarily boost his physical abilities to inhuman levels. The<br />

knight may rage once per day as per the barbarian class.<br />

Furthermore, when he rages he may enter hybrid or animal<br />

form as a free action. Drawing on his animal side's primal<br />

instincts, the knight taps into his great strength and power to<br />

overwhelm his foes.<br />

Wild Empathy (Ex): The knight can improve the attitude of<br />

an animal in a manner similar to using a Diplomacy check made<br />

to improve a person's attitude. He rolls 1d20 and adds his level<br />

in this prestige class and her Charisma modifier to determine<br />

the wild empathy check result. If the knight has levels in other<br />

classes that also grant wild empathy, their levels stack with this<br />

prestige class's levels when using this ability.<br />

The typical domestic animal has a starting attitude of<br />

indifferent, while wild animals are usually unfriendly.<br />

To use wild empathy, the knight and the animal must be within<br />

30 feet of one another under normal conditions. Generally,<br />

influencing an animal in this way takes 1 minute but, as with<br />

influencing people, it might take more or less time.<br />

A knight can also use this ability to influence a magical beast<br />

with an Intelligence score of 1 or 2, but he suffers a –4 penalty<br />

on the check.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 51


52<br />

Lord of Tree and Timber (Ex): The knight is the<br />

unquestioned champion of the forest. When he meets other<br />

creatures of nature, they have a natural tendency to heed his<br />

advice and treat him with respect. He gains a bonus to a<br />

variety of skill checks when dealing with certain types of<br />

creatures. Starting at 2nd level, he gains a +1<br />

competence bonus to all Diplomacy and<br />

Intimidate checks against elves, fey, and<br />

intelligent animals. He also gains a +1<br />

competence bonus on Handle Animal<br />

checks. These bonuses increase by +1 at<br />

each even-numbered level of this prestige<br />

class.<br />

Healing Hands (Sp): At 3rd level, the<br />

knight gains the ability to mend wounds<br />

with the touch of his hands. He can heal<br />

damage equal to his class level times his<br />

Charisma bonus each day. He may spend all<br />

his healing at once, or he can choose to<br />

spread it over several uses. For example, a<br />

3rd-level knight with a Charisma of 15 can<br />

heal 6 points of damage. He could heal 4<br />

points with his first use of this ability, then<br />

heal 2 more points later that day.<br />

Chapter Two: Lycanthrope Characters<br />

Nature's Champion (Su): As the chosen defender of nature,<br />

the knight gains a variety of bonuses and advantages when<br />

fighting in natural terrain. Starting at 5th level, in any area<br />

other than dungeons, city streets, and other areas of worked<br />

stone manufacture, he gains a +2 morale bonus on all saves. In<br />

addition, he heals 1 point of damage per hour while in such<br />

areas, in addition to any natural healing he may receive.<br />

Nature's spirit and energy strengthen and sustain him against<br />

his foes.<br />

Smite the Unliving (Su): The knight of glade and glen is the<br />

sworn foe of constructs, undead, and other mockeries of life.<br />

From 7th level onwards, when fighting against these creatures,<br />

he gains a +2 bonus to damage and may score critical hits as<br />

normal even though his targets are normally immune to such<br />

effects. Fueled by nature's power, his weapons, claws, and<br />

fangs rend them to pieces.<br />

Scorn the Forge (Su): At 9th level, the knight becomes so<br />

closely linked to the natural world that artifacts of civilization<br />

and technology crumble before his attacks. Three times per<br />

day, he may channel nature's energy to gain one of two<br />

different effects. He may ignore a target's armor bonus to AC<br />

gained through armor worn and shields carried, though not<br />

from spells and other effects. Alternatively, he may roll double<br />

damage against any inanimate, manufactured object he<br />

attempts to break. He may gain this bonus damage when using<br />

the sunder action to break a foe's weapon, so long as the<br />

armament was manufactured.<br />

Shield of Life (Su): At 10th level, the knight's connection to<br />

nature allows him to transcend many of the weapons and tools<br />

used by those who would despoil his lands. The knight gains<br />

DR 5 against all metal weapons and tools that were crafted,<br />

forged, or otherwise created from raw materials. He does not<br />

gain this benefit against natural weapons, spells, and other<br />

sources of damage. He also loses this DR against stone or<br />

wooden armaments, even those sculpted, chiseled, or carved<br />

from raw materials.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +1 +2 +0 +0 Nature's fury, wild empathy<br />

2 +2 +3 +0 +0 Lord of tree and timber +1<br />

3 +3 +3 +1 +1 Healing hands<br />

4 +4 +4 +1 +1 Lord of tree and timber +2<br />

5 +5 +4 +1 +1 Nature's champion<br />

6 +6 +5 +2 +2 Lord of tree and timber +3<br />

7 +7 +5 +2 +2 Smite the unliving<br />

8 +8 +6 +2 +2 Lord of tree and timber +4<br />

9 +9 +6 +3 +3 Scorn the forge<br />

10 +10 +7 +3 +3 Lord of tree and timber +5, shield of life<br />

Master of the Hunt<br />

(Werewolf)<br />

As the dark of night descends over the forest, the master of the<br />

hunt awakens from his slumber to stalk across the wilderness.<br />

Some of these master hunters never leave their lupine forms,<br />

while others bear spears, bows, and other tools of human<br />

trackers. Regardless of their preferred guise, these<br />

lycanthropes are always accompanied by one or more wolves.<br />

While the ignorant eye may<br />

mistake these animals for<br />

pets, in truth these wolves<br />

form a pack that includes<br />

the master of the hunt as its<br />

alpha. Hunting and<br />

fighting as a<br />

group,<br />

these<br />

wolves<br />

and their<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


lycanthrope leader pose a deadly threat to anyone foolish<br />

enough to venture into the woods after dark.<br />

The master of the hunt develops his race's natural link with<br />

wolves to an extraordinary degree. Rather than merely create<br />

an empathic bond to his pack mates, he hones a much more<br />

powerful telepathic link to them. The master's thoughts and<br />

desires become one with his wolves' aims, forging them into a<br />

group that acts as a single creature spread over the bodies of<br />

many animals. In battle and on the hunt, the wolves and their<br />

leader fight with uncanny coordination. They time their<br />

attacks to take advantage of a gap in an opponent's defenses<br />

and use tactics more suited to a human general than a simple<br />

pack of wolves. In many ways, the wolves become an<br />

extension of the master's will.<br />

This prestige class is poorly suited to other lycanthropes,<br />

primarily because they assume forms that are stronger and<br />

more dangerous than wolves. Furthermore, the wolf pack<br />

motif does not necessarily extend to many other animals. Still,<br />

you can easily adapt this class to any animal type that has CR<br />

1. Smaller creatures might be too weak to use with this class's<br />

abilities, while stronger, more powerful ones cause it to<br />

become much too tough.<br />

Hit Die: d10<br />

Requirements<br />

To become a master of the hunt, a character must fulfill all the<br />

following criteria:<br />

Base Attack Bonus +5<br />

Intimidate: 4 ranks<br />

Feats: Stealthy, Track<br />

Race: Werewolf<br />

Class Skills<br />

The master of the hunt's class skills (and the key ability for<br />

each) are Climb (Str), Handle Animal (Cha), Hide (Dex),<br />

Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen<br />

(Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis).<br />

Skill Points at Each Level: 2 + Int modifier.<br />

Chapter Two: Lycanthrope Characters<br />

Class Features<br />

All of the following are class features of the master of the hunt<br />

prestige class.<br />

Weapon and Armor Proficiency: A master of the hunt gains<br />

no additional proficiencies with weapons, armor, or shields.<br />

Wolf Pack (Su): At 1st level, the master of the hunt gains the<br />

services of a group of wolves who serve him with fanatical<br />

devotion. These beasts will fight to the death in his name and<br />

obey his orders without question. The master of the hunt can<br />

communicate with these creatures via telepathy to a range of 5<br />

miles. In combat, the wolves use the master's initiative result as<br />

their own due to his psychic connection to them.<br />

The size of the master's pack depends on his level. He gains<br />

the services of a number of wolves equal to his total character<br />

level. Any wolves killed are replaced in one day, assuming the<br />

master is in an area where wolves could plausibly be found.<br />

For instance, wolves might wander from a forest into a nearby<br />

desert to join the master, but would not somehow appear on a<br />

deserted island hundreds of miles from the nearest landmass.<br />

The master's natural link to wolves is much stronger than the<br />

one normally enjoyed by werewolves. He gains a +10 racial<br />

bonus to influence a wolf's attitude.<br />

Swarming Attack (Su): By using his ability to telepathically<br />

coordinate his wolves' actions, the master of the hunt can help<br />

them evade attacks of opportunity and other threats. Beginning<br />

at 2nd level, when the master's wolves must make a saving<br />

throw, they may make the save as if they had the master's save<br />

bonus or their own, whichever is higher. In addition, if the<br />

master takes no other actions on his turn other than directing<br />

his wolves' efforts, the wolves do not provoke attacks of<br />

opportunity so long as they do nothing but move.<br />

Tactical Cunning (Su): As the master of the hunt learns to<br />

fight with his newly acquired pack, he unlocks the potential<br />

inherent within his ability to telepathically communicate with<br />

them. In combat, he intuitively lends tactical guidance and<br />

commands to his wolves. Beginning at 3rd level, the wolves of<br />

the master's pack gain a +1 competence bonus to hit and a +2<br />

competence bonus to damage so long as they are within 60 ft.<br />

of the master of the hunt.<br />

Strength of the Pack (Ex): As the master of the hunt gains in<br />

strength and prominence, he attracts mightier wolves to his<br />

side. at 4th level, the wolves he attracts with his wolf pack<br />

ability each gain an additional hit die. Use the standard rules for<br />

advancing a creature to determine their enhanced abilities.<br />

Hunters in the Night (Su): At 5th level, the master and his<br />

wolves become adept at running down their quarry as a group.<br />

A single wolf or the master of the hunt can make Survival<br />

checks to track a foe with a +4 circumstance bonus per pack<br />

member that aids in the check. Normally, a successful assist<br />

results in a +2 bonus to a skill check. In addition, when<br />

pursuing their quarry the master and his wolves gain a +10 ft.<br />

bonus to speed. Driven by the scent of their target, they throw<br />

themselves into the chase with supernatural vigor.<br />

Overwhelming Attack (Su): When the master of the hunt<br />

and his wolf pack focus their attacks on a single foe, they can<br />

drag him down with the sheer weight of their numbers.<br />

Beginning at 6th level, on any round in which the master or<br />

his wolves make a grapple check against an opponent, they<br />

receive a +1 bonus per fellow pack member who also made a<br />

check or initiated a grapple against that foe.<br />

Pack Fighter (Ex): at 7th level and above, the master of the<br />

hunt and his wolf followers fight with unparalleled levels of<br />

coordination and tactical cunning. When flanking an<br />

opponent, they gain a +4 bonus to hit rather than +2. In<br />

addition, they inflict +1d6 additional damage when attacking<br />

a flanked creature. Treat this bonus damage as a sneak attack<br />

for determining which creatures are immune to it and all other<br />

rules issues. The master and his wolf allies gain these benefits<br />

only when he and his wolves combine to flank a creature. For<br />

example, if the master and a hobgoblin flanked a dwarf fighter,<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 53


Chapter Two: Lycanthrope Characters<br />

the master would not gain these benefits. He would receive the<br />

standard +2 bonus to hit a flanked target. If he and one of his<br />

wolves flanked the dwarf, both of them would gain the<br />

benefits of this ability.<br />

Eyes of the Pack (Su): Beginning at 8th level, when the<br />

master of the hunt must make a Spot or Listen check, he gains<br />

a +2 circumstance bonus to his check for each of his wolves<br />

that is within 30 ft. of his current position. Aided by his deep<br />

connection to his packmates, the master uses all of their senses<br />

to keep watch over his surroundings.<br />

Might of the Pack (Ex): With his many victories and the<br />

great power he has gathered, the master of the hunt attracts<br />

only the mightiest wolves to his side. At 9th level and above,<br />

any wolf he gains with his wolf pack special abilities gains two<br />

additional hit dice. Use the standard rules for advancing a<br />

creature's HD to determine the wolf's new statistics. This<br />

ability replaces (and does not stack with) the strength of the<br />

pack class ability.<br />

Tactical Supremacy (Su): At 10th level, the master of the<br />

hunt learns to combine his pack's abilities to the ultimate level.<br />

When fighting with his wolves, he grants them a +2<br />

competence bonus to hit and a +4 competence bonus to<br />

damage. The wolves see through each others' eyes, allowing<br />

them to coordinate their attacks and battle with a human's<br />

cunning and a beast's ferocity. The wolves gain this ability as<br />

long as they are within 60 ft. of the master.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +1 +2 +0 +2 Wolf pack<br />

2 +2 +3 +0 +3 Swarming attack<br />

3 +3 +3 +1 +3 Tactical cunning<br />

4 +4 +4 +1 +4 Strength of the pack<br />

5 +5 +4 +1 +4 Hunters in the night<br />

6 +6 +5 +2 +5 Overwhelming attack<br />

7 +7 +5 +2 +5 Pack fighter<br />

8 +8 +6 +2 +6 Eyes of the pack<br />

9 +9 +6 +3 +6 Might of the pack<br />

10 +10 +7 +3 +7 Tactical supremacy<br />

54<br />

Master of Fang and Blade<br />

(Any)<br />

The master of fang and blade studies a unique fighting style<br />

rarely encountered outside of lycanthrope settlements and<br />

enclaves. By training to fight while in hybrid form, a<br />

werecreature learns to weave his natural attacks and armed<br />

strikes into a single, indomitable fighting style. The<br />

werecreature slashes with his blade, snaps at a foe with his<br />

fangs, and tears at him with his<br />

claws. Most humanoid warriors are<br />

used to fighting opponents<br />

equipped with a single blade, while<br />

animals and other beasts are<br />

confused by the master's strange<br />

method of fighting.<br />

Members of this prestige class<br />

train long and hard to combine<br />

their heritage's varied talents<br />

into a single, cohesive style. A<br />

swordsman may jab with his<br />

blade and follow up with a<br />

quick nip from his fangs.<br />

A werebear might<br />

grapple his foe with<br />

his claw, then<br />

finish him with<br />

the punch<br />

dagger he<br />

carries in his<br />

other paw. Most<br />

masters of fang<br />

and blade pick a<br />

single weapon that<br />

they use in<br />

conjunction with this<br />

fighting style, but a few<br />

dabble in a variety of<br />

different armaments.<br />

Most masters arise in areas where lycanthropes can mingle<br />

freely and openly with each other. Under such circumstances,<br />

they can develop a unique fighting style that utilizes their<br />

natural abilities. Evil werecreatures, most notably wererats,<br />

gather in secretive cabals within human cities to spread this<br />

prestige class's teachings and train an elite corps of warriors.<br />

Only the werewolves rarely follow this prestige class, as few of<br />

them have the intelligence and foresight to master humanoid<br />

armaments. Still, the few werewolves that do pick up a<br />

master's skills are fierce opponents.<br />

Hit Die: d10<br />

Abbreviation: Mfb<br />

Requirements<br />

To become a master of fang and blade, a character must fulfill<br />

all the following criteria:<br />

Base Attack Bonus +5<br />

Feat: Multiattack, Weapon Focus (any natural weapon),<br />

Weapon Focus (any melee weapon)<br />

Special: The ability to fight with natural weapons, such as<br />

claws or fangs, in addition to a normal weapon. For example,<br />

lycanthropes qualify for this prestige class because they can<br />

fight with weapons in addition to their claws while in hybrid<br />

form. An unarmed attack that normally draws an attack of<br />

opportunity, such as a human's fist, does not qualify as a<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


natural weapon, even if the character has the Improved<br />

Unarmed Strike feat or a similar ability.<br />

Class Skills<br />

The master of fang and blade's class skills (and the key ability<br />

for each) are Climb (Str), Craft (Int), Intimidate (Cha), Jump<br />

(Str), Profession (Wis), and Swim (Str).<br />

Skill Points at Each Level: 2 + Int modifier.<br />

Chapter Two: Lycanthrope Characters<br />

Class Features<br />

All of the following are class features of the master of fang and<br />

blade prestige class.<br />

Weapon and Armor Proficiency: A master of fang and<br />

blade is proficient with all martial weapons. He gains no<br />

additional proficiencies with armor or shields.<br />

Lightning Claws (Ex): As the master of fang and blade<br />

masters his esoteric fighting style, he learns to incorporate his<br />

natural strikes into the strikes and jabs he makes with his<br />

weapon. When using the full-attack action, the master may<br />

opt to replace one of his natural attacks with a single attack<br />

using a held melee weapon. He uses his full base attack bonus<br />

with this strike. He does not suffer the standard penalties for<br />

fighting with a secondary attack for this blow.<br />

Improved Multiattack (Ex): At 5th level, the master of fang<br />

and blade learns to better combine his natural and armed<br />

attacks. For purposes of the multiattack feat only, he counts<br />

any armed attacks he makes as being made with natural<br />

weapons. The master selects one of his attacks as his primary<br />

strike. He makes this attack as normal with his full Strength<br />

bonus to damage. His other attacks suffer a –2 penalty to hit<br />

and use only half his Strength bonus unless the attack type is<br />

identical to his primary attack. For example, a creature with<br />

two claws and a bite can attack with either its single bite attack<br />

or both its claws as its primary weapons.<br />

In addition, when taking a full attack action, the master of fang<br />

and blade may make any additional attacks he would normally<br />

get due to a high base attack bonus. These extra attacks must<br />

be made with his primary attack only, and cannot be made if<br />

the primary attack is a weapon rather than a natural attack.<br />

For example, a werewolf master of fang and blade carries a<br />

longsword while in hybrid form. He has a base attack bonus of<br />

+14. Normally, if he made a full attack with his sword and his<br />

bite, he would strike with the sword at +14/+9/+4 and his bite<br />

at +9 (due to the –5 penalty for using a secondary attack). If<br />

he attacked with only his bite, he would receive only one<br />

attack at +14. With this ability, he attacks with his sword at<br />

+14/+9/+4 and his bite at +12. If he opted to use his bite as his<br />

primary attack, he would attack with it at +14/+9/+4 and his<br />

sword at +12.<br />

Suppose that the werewolf wanted to attack with its two claws<br />

and its bite. Normally, he would attack once with each claw at<br />

+14 and his bite at +12 if he had Multiattack. With this class<br />

ability, he could strike with one claw at +14/+9/+4, his second<br />

claw at +14, and his bite at +12. If he attacked with his bite as<br />

his primary weapon, he would fight with a +14/+9/+4 bite and<br />

both his claws at +12.<br />

Bonus Feat: At 2nd, 4th, and 8th level, the master of fang and<br />

blade may choose a feat from the fighter's list of bonus feats or<br />

the new lycanthropic feats presented in this book.<br />

Surprise Attack (Ex): The master of fang and blade learns to<br />

nimbly shift his weapon from one hand to the next, confusing<br />

his enemy while shifting from one claw attack to another. His<br />

foe, forced to follow the weapon's movement, must stretch his<br />

defenses to their limit in order to cover himself. When using<br />

the full-round attack action, a 6th-level or higher master may<br />

opt to forgo his attacks with his weapon. In return, he may use<br />

his natural attacks with a +2 competence bonus to hit. The<br />

master must still hold his weapon and cannot use both his<br />

claws to attack at the same moment (and thus cannot rend).<br />

Supreme Multiattack (Ex): At 10th level, the master of fang<br />

and blade attains the highest degree of expertise possible in his<br />

chosen art. When using his Improved Multiattack ability, he<br />

may make additional attacks with each of his secondary<br />

attacks. For each secondary strike, he gains another attack<br />

with that weapon at a –5 penalty to hit. His primary attack<br />

remains unchanged unless he uses two identical attacks as his<br />

primary strike. In that case, he may use his second primary<br />

weapon – the one that does not normally gain any extra<br />

attacks – a second time with the –5 penalty to hit.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +1 +2 +0 +0 Lightning claws<br />

2 +2 +3 +0 +0 Bonus feat<br />

3 +3 +3 +1 +1<br />

4 +4 +4 +1 +1 Bonus feat<br />

5 +5 +4 +1 +1 Improved Multiattack<br />

6 +6 +5 +2 +2 Surprise attack<br />

7 +7 +5 +2 +2<br />

8 +8 +6 +2 +2 Bonus feat<br />

9 +9 +6 +3 +3<br />

10 +10 +7 +3 +3 Supreme Multiattack<br />

Midnight Justicar<br />

(Weretiger)<br />

Weretigers commonly dwell among humans, elves, and other<br />

humanoid races that build cities, towns, and other centers of<br />

civilization. Aside from wererats, they are perhaps the<br />

lycanthropes best adapted to life in an urban environment.<br />

The weretigers' curiosity and intellect allows them to mingle<br />

with mundane races with few problems. However, the<br />

weretigers realize that their existence sometimes hangs by a<br />

thread. Any aggressive activity by lycanthropes, especially<br />

wererats, can alarm the folk they live among and lead to a<br />

ruthless crackdown on their kind. The weretigers are wise<br />

enough to realize that a panicked, edgy population might be<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 55


56<br />

unlikely to differentiate between a friendly werecreature and<br />

the shapechanging fiends who have preyed on their neighbors.<br />

To help ensure their security and to prevent rival lycanthropes<br />

from muscling in on their territory, the weretigers employ a<br />

shadowy group of enforcers known as the midnight justicars.<br />

A midnight justicar prowls the city at night, alert for wererats<br />

and other hidden threats that can disturb the weretigers'<br />

peace. He strikes from the darkness, leaping from the shadows<br />

to cut down his prey before slipping back into the night. By<br />

tapping into the lycanthropes' mystical connection to the<br />

moon, the justicar learns to magically bind and control<br />

shadows and other patches of darkness. Combined with his<br />

natural grace, speed, and strength, these magical abilities allow<br />

him to stalk and kill enemy lycanthropes without drawing any<br />

undue attention to his activities.<br />

Almost any group of urban lycanthropes might employ a<br />

similar class of shadow warriors to exterminate rivals without<br />

raising any alarms. While weretigers employ these skills to<br />

defend their territory, wererats might cultivate them to create<br />

an elite class of assassins who can eliminate troublesome<br />

enemies and rivals.<br />

Hit Die: d6<br />

Chapter Two: Lycanthrope Characters<br />

Abbreviation: Mdj<br />

Requirements<br />

To become a midnight justicar, a character must fulfill all the<br />

following criteria:<br />

Base Attack Bonus +8<br />

Hide: 11 ranks<br />

Move Silently: 11 ranks<br />

Feat: Spring Attack<br />

Race: Weretiger<br />

Class Skills<br />

The midnight justicar's class skills (and the key ability for each)<br />

are Balance (Dex), Climb (Str), Disguise (Cha), Escape Artist<br />

(Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Move<br />

Silently (Dex), Open Lock (Dex), and Tumble (Dex).<br />

Skill Points at Each Level: 4 + Int modifier.<br />

Class Features<br />

All of the following are class features of the midnight justicar<br />

prestige class.<br />

Weapon and Armor Proficiency: A midnight justicar gains<br />

no additional proficiencies with weapons, armor, or shields.<br />

Superior Scent (Ex): Midnight justicars learn to identify<br />

other lycanthropes by scent. By merely passing within 60 ft. of<br />

a fellow werecreature, a justicar can identify its true nature and<br />

the animal form that it can assume.<br />

Cloak of Shadows (Sp): With their innate connection to<br />

the night and the moon, midnight justicars develop the<br />

magical ability to conceal themselves in a murky layer of<br />

liquid darkness. Beginning at 2nd level, they gain a +4<br />

competence bonus to all Hide and Move Silently checks<br />

made under the night sky. In addition, once per day they<br />

can create a cloak of darkness that obscures them from<br />

observation. The justicar may cast blur as a sorcerer with a<br />

caster level equal to the justicar's total character level. The<br />

justicar ignores any spell failure chance due to armor he<br />

wears.<br />

Sneak Attack (Ex): A midnight justicar gains the ability to<br />

sneak attack as per the rogue class ability. Additional damage<br />

gained via this prestige class stacks with any existing sneak<br />

attack capabilities the justicar already possesses. The justicar<br />

gains +1d6 of sneak attack damage at 3rd, 6th, and 9th level.<br />

Pouncing Attack (Ex): Justicars strike with great strength,<br />

precision, and speed, allowing them to move next to an<br />

opponent, deliver a devastating attack, and slip away without<br />

exposing themselves to undue danger. When using their Spring<br />

Attack feat, justicars of 4th level or higher may nominate one<br />

opponent in addition to their target. This foe does not threaten<br />

any areas for purposes of determining attacks of opportunity<br />

against the justicar when he uses Spring Attack.<br />

Mantle of Shadow (Su): The midnight justicar attracts<br />

shadow to him like a magnet draws iron. When he walks<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

within areas of darkness, he fades in and out of sight as the<br />

inky blackness whirls around him. Once per round starting at<br />

5th level, when in a shadowy environment, the justicar can<br />

force an opponent who attacks him to re-roll his miss chance<br />

due to concealment. If the justicar's foe has Blind-Fight, using<br />

this ability cancels that feat's ability to allow re-rolls on<br />

concealment checks.<br />

Intuitive Tracker (Ex): Beginning at 7th level, the justicar's<br />

keen sense of smell allows him to identify and track a specific<br />

creature by scent alone. The justicar must come within 10 ft. of<br />

a creature in order to imprint its scent. When attempting to<br />

track his chosen target, the justicar gains a +4 competence<br />

bonus to his Survival check. In addition, he immediately senses<br />

his target's presence via scent when he comes within 100 ft. of<br />

the target. He learns the target's general direction and can<br />

locate a path to it with a successful Survival check.<br />

A midnight justicar can only choose one creature as this<br />

ability's target at a time. Acquiring a new target is a free action,<br />

though the justicar must move close enough to imprint the<br />

creature's scent.<br />

Swooping Attack (Ex): At 9th level the midnight justicar<br />

moves with such speed, grace, and skill that his enemies move<br />

too slowly to strike at him. When using his Spring Attack feat,<br />

he may choose up to three opponents. These foes do not count<br />

as threatening any areas for purposes of provoking attacks of<br />

opportunity against the justicar due to the movement and<br />

attacks he makes as part of his Spring Attack feat. In addition,<br />

when using the Tumble skill to avoid attacks of opportunity, the<br />

justicar suffers only a +1 DC modifier per foe he attempts to<br />

avoid after the first, rather than the usual +2.<br />

Crown of Shadow (Su): At 10th level, the midnight justicar<br />

masters his magical ability to find strength and support from<br />

the shadows that mask his movements and activities. He calls<br />

upon the darkness to shroud him from sight, allowing him to<br />

move unseen among his foes and strike at them without fear.<br />

For a total of 15 rounds per day, he may gain the benefits of<br />

greater invisibility as cast by a 20th-level wizard. The justicar<br />

can use this ability as often as he wishes. Each time he activates<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +0 +2 +0 Superior scent<br />

2 +1 +0 +3 +0 Cloak of shadows<br />

3 +2 +1 +3 +1 Sneak attack +1d6<br />

4 +3 +1 +4 +1 Pouncing attack<br />

5 +3 +1 +4 +1 Mantle of shadow<br />

6 +4 +2 +5 +2 Sneak attack +1d6<br />

7 +5 +2 +5 +2 Intuitive tracker<br />

8 +6 +2 +6 +2 Swooping attack<br />

9 +6 +3 +6 +3 Sneak attack +1d6<br />

10 +7 +3 +7 +3 Crown of shadow<br />

it, he consumes this ability's duration until he either stops<br />

using it or exhausts his daily allotment of rounds.<br />

Lunar Adept (Any)<br />

A wide variety of philosophies, schools, and teachings attempt<br />

to explain the theory and practice behind arcane magic. As all<br />

of these various splinter groups can employ spells with equal<br />

talent and similar effects, and none have claimed a monopoly<br />

on the one true way of magic. Yet, while their skill remains<br />

roughly equal, the exact expression of their magic exhibits a<br />

wide range of variation. Fire mages develop supreme skill and<br />

mastery with their chosen element, while bards express their<br />

inner abilities through rhyme and song. Among these unique<br />

brands of magic exists a small, secretive sect of mages who<br />

attribute arcane power to the moon. Known as lunar adepts,<br />

these spellcasters manipulate the moon's energy to sharpen<br />

their spells and improve their magical abilities.<br />

Lunar adepts usually congregate in isolated areas where they<br />

can erect great towers to position themselves closer to their<br />

source of magic. Many of them sleep by day, venturing outside<br />

only under the cover of night. In urban areas, their nocturnal<br />

activities cast a suspicious, sinister aspect over them, though in<br />

truth these mages hail from the full gamut of alignments. Good<br />

lunar adepts see the moon as a watchful caretaker, a sentinel<br />

that peers into the night. Evil ones consider it the rightful ruler<br />

of the celestial realm, one that the sun wrongfully pushes from<br />

the sky at dawn. Neutral adepts usually avoid placing any<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 57


58<br />

personal characteristics upon the moon, instead seeing it as a<br />

powerful astrological force that should be respected.<br />

In your campaign, the lunar adept can be a useful prestige<br />

class for players who want to create a distinctive spellcaster. If<br />

you run many wilderness adventures, this class's abilities can<br />

frequently come into play. As a villain or NPC, the lunar adept<br />

should focus on squaring off against the characters under the<br />

most favorable conditions. He strikes at night when the moon<br />

is full and makes full use of his enhanced ability with<br />

divinations to spy on PCs. In either case, this class has very<br />

specialized abilities but is not necessarily crippled compared to<br />

other PCs, as its continuing arcane spell progression allows it<br />

to keep up with everyone else as they gain levels. Even during<br />

the day or when trapped indoors, the lunar adept can prove to<br />

be a useful character.<br />

Hit Die: d4<br />

Requirements<br />

To become a lunar adept, a character must fulfill all the<br />

following criteria:<br />

Arcane spell caster level 5+<br />

Knowledge (arcana): 8 ranks<br />

Knowledge (astrology): 4 ranks<br />

Class Skills<br />

The lunar adept's class skills (and the key ability for each) are<br />

Concentration (Con), Craft (Int), Decipher Script (Int),<br />

Knowledge (all skills, taken individually) (Int), Profession<br />

(Wis), and Spellcraft (Int).<br />

Skill Points at Each Level: 2 + Int modifier.<br />

Chapter Two: Lycanthrope Characters<br />

Class Features<br />

All of the following are class features of the lunar adept<br />

prestige class.<br />

Weapon and Armor Proficiency: The lunar adept gains no<br />

additional proficiencies with weapons, armor, or shields.<br />

Spellcasting Ability: The lunar adept gains spellcasting levels<br />

as he progresses through this prestige class. He stacks his levels<br />

from this class with the caster level he has in any arcane<br />

spellcasting class of his choice. He gains additional spells per<br />

day, a higher caster level, and higher level spells. He does not<br />

gain any of the other benefits normally associated with gaining<br />

levels in his other class. For example, a 10th-level wizard/5thlevel<br />

lunar adept would cast spells as a 15th-level wizard.<br />

However, his familiar would have abilities as per a 10th-level<br />

wizard's minion.<br />

Child of the Moon (Su): The lunar adept draws his magical<br />

energy from the moon rather than other, more traditional<br />

sources. When casting a spell under the light of a full moon,<br />

he gains a +1 circumstance bonus to his effective caster level.<br />

When the moon is waxing, the duration of any of his spells<br />

increases by 1 round. When it is waning, it decreases by 1<br />

round. On the night of the new moon, the adept suffers a –1<br />

circumstance penalty to his effective caster level. All of these<br />

bonuses and penalties apply only of the adept is outside at<br />

night. When he is shielded from the moon's light, he gains<br />

none of these benefits and suffers none of the drawbacks.<br />

Veil of Night (Su): The moon protects its followers and aids<br />

them in their endeavors. When fighting outdoors at night, the<br />

2nd-level moon adept enjoys good luck while his enemies<br />

suffer from ill fortune. Arrows slip from bows, trees sway in<br />

breezes just enough to deflect crossbow bolts, an orc slips on<br />

a mud patch as he swings his axe, and so forth. The lunar<br />

adept gains a +1 luck bonus to AC while outdoors at night. On<br />

the night of the new moon, he suffers a –1 luck penalty to AC<br />

rather than this bonus.<br />

Written in the Stars (Su): The lunar adept grows adept at<br />

conversing with his celestial guide via spells and other magics.<br />

When employing divination spells under the moon's light, he<br />

can commune with the moon and tap into it to enhance his<br />

efforts. If a lunar adept of 3rd level or higher casts a divination<br />

spell outdoors at night, he gains a +1 circumstance bonus to<br />

the spell's save DC and a +1 circumstance bonus to his<br />

effective caster level. He loses these advantages on a night of<br />

the new moon.<br />

Pierce the Veil (Su): As the lunar adept progresses in the<br />

teachings of the moon's strange magical lore, he unlocks<br />

several mystical secrets that aid him in his daily endeavors.<br />

When outdoors on any night other than the new moon, the<br />

4th-level lunar adept can see as if it were day. The moon's light<br />

gleams with the same power as the sun to his eyes. Even thick<br />

cloud cover does little to dim this ability, as it renders the night<br />

as bright as an overcast day.<br />

Lunar Master (Su): At 5th level, the lunar adept achieves the<br />

ultimate mastery of his order's strange form of magic. He gains<br />

the ability to cast light at will, thought the illumination this<br />

spell sheds is a pale, ghostly light similar to the moon. In<br />

addition, once per night the adept can apply a single<br />

metamagic feat he knows that does not increase a spell's level<br />

by more than one to a spell he casts under moonlight. This<br />

does not increase the level of the spell slot used to cast the<br />

spell. It does increase the casting time for sorcerers and other<br />

spontaneous casters as normal for metamagic feats. He must<br />

be outside at night to use this ability. It does not function on<br />

the night of the new moon.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +0 +0 +2 Child of the moon,<br />

+1 caster level<br />

2 +1 +0 +0 +3 Veil of night, +1<br />

caster level<br />

3 +1 +1 +1 +3 Written in the stars,<br />

+1 caster level<br />

4 +2 +1 +1 +4 Pierce the veil, +1<br />

caster level<br />

5 +2 +1 +1 +4 Lunar master, +1<br />

caster level<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Night Howler (Werewolf)<br />

Among the werewolf packs, the night howlers reign supreme<br />

as war chiefs, leaders, and alpha pack members. In the dead of<br />

the night, they stalk through the forest in search of prey<br />

worthy of their horrific attentions. The mightiest night howlers<br />

draw great packs of lesser werewolves to them, forging them<br />

into a deadly force through the sheer will of their personalities<br />

and the brutal punishments they levy for the slightest trace of<br />

dissension in the ranks. It is a testament to the power and<br />

respect these beasts command that they are able to forge the<br />

chaotic, self-interested werewolves into cohesive packs.<br />

Night howlers are the chosen of Hurar the Pursuer. Many of<br />

them are clerics or sorcerers blessed with the knowledge<br />

of necromantic magic. Among their numbers, a few<br />

known as the Moonfangs are said to have<br />

personally survived a night in which Hurar<br />

descended to the mortal world and stalked and<br />

killed every werewolf he encountered. In this<br />

manner, Hurar ensures that only the<br />

mightiest werewolves survive to propagate<br />

the species. A werewolf who survives this<br />

experience gains a gleaming, white pelt<br />

and soon displays the magical talents<br />

needed to enter this prestige class.<br />

Other night howlers observe ancient<br />

traditions and legends to enter this<br />

class, learning the basics of magical<br />

lore needed to combine the<br />

werewolves' ferocity with the fearsome<br />

effects of necromancy.<br />

The night howler is a poor fit for other<br />

lycanthrope types, as it plays on the<br />

wolf's stereotypical howl and its ability<br />

to trip foes with its bite attack. If you<br />

want to adapt this class for other<br />

races, add Improved Trip to the<br />

requirements and modify the<br />

descriptions of the special abilities to fit<br />

the lycanthrope's attack forms. In<br />

addition, this prestige class is best suited<br />

to evil creatures, as it exults in spreading<br />

terror and crushing foes with vicious,<br />

bloody attacks.<br />

Hit Die: d10<br />

Requirements<br />

To become a night howler, a character must<br />

fulfill all the following criteria:<br />

Base Attack Bonus +5<br />

Spellcasting Ability: Must be able to prepare or<br />

spontaneously cast a 1st-level necromancy spell at least once<br />

per day. This spell may be either divine or arcane in nature.<br />

Survival: 8 ranks<br />

Feat: Blind-Fight<br />

Chapter Two: Lycanthrope Characters<br />

Race: Werewolf<br />

Special: Must have the ability to trip foes with its animal<br />

form's bite attack<br />

Class Skills<br />

The night howler's class skills (and the key ability for each) are<br />

Climb (Str), Escape Artist (Dex), Intimidate (Cha), Jump (Str),<br />

Survival (Wis), and Swim (Str).<br />

Skill Points at Each Level: 2 + Int modifier.<br />

Class Features<br />

All of the following are class features of the night howler<br />

prestige class.<br />

Weapon and Armor<br />

Proficiency: The night howler<br />

gains no additional<br />

proficiencies with weapons,<br />

armor, or shields.<br />

Blood Hunter (Ex): The night<br />

howler excels in dragging down his<br />

enemies and ripping them limb from<br />

limb. When the battle fury overtakes<br />

him and he tastes his foe's blood, a<br />

terrible anger overcomes him. When the<br />

night howler uses his trip ability while in<br />

wolf form, he may immediately make a bite<br />

attack at his full attack bonus if his opponent<br />

falls prone. If the howler already has the<br />

Improved Trip feat, he gains a +4 competence<br />

bonus to hit with a bite attack made after a<br />

successful trip.<br />

Hunter in the Dark (Su): The dark of<br />

midnight is the night howler's natural<br />

environment. At 2nd level, his eyes further<br />

adapt to areas of pitch black. In addition to his<br />

natural low-light vision, the night howler gains<br />

darkvision with a range of 120 ft. His eyes glow<br />

with a red, feral radiance as the necromantic magic<br />

he dabbles in provides him with this ability.<br />

Crushing Bite (Ex): While in hybrid or animal form,<br />

the hunter in the dark learns to use its bite attack to worry<br />

and tear at its opponent's flesh. The hunter gains a +2<br />

bonus to damage with its bite in either of those two<br />

shapes at 3rd level.<br />

Chilling Howl (Su): Once per day beginning at 4th<br />

level, the night howler can unleash a keening howl that sends<br />

a chill through all living creatures that hear it. By spending a<br />

full-round action while in wolf or hybrid form, the howler<br />

rears back and unleashes a wail fueled by necromantic magic.<br />

All creatures within 60 ft. of the howler must make Fortitude<br />

saves (DC 15 + the howler's Constitution modifier) or suffer a<br />

–2 penalty to Strength for 1 hour. The chilling howl unleashes<br />

waves of necromantic energy that sap the vitality of living<br />

creatures caught within it.<br />

Blood Seeker (Su): The night howler develops a ravenous<br />

thirst for the blood of living creatures. In battle, his darkvision<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 59


60<br />

Chapter Two: Lycanthrope Characters<br />

allows him to see the ebb and flow of blood as it courses<br />

through a creature's body. Using this magical vision, the<br />

howler rips into its foe's arteries and other vulnerable spots. At<br />

5th level and above, whether in hybrid or animal form, the<br />

hybrid threatens a critical hit with its bit attack on a natural 19<br />

or higher.<br />

Master of the Night (Su): The night howler uses his magical<br />

abilities to dampen light sources and render his enemies<br />

helpless. Three times per day beginning at 6th level, the<br />

howler may create an area of flickering shadow as per darkness<br />

cast by a sorcerer with a caster level equal to the howler's class<br />

level. The howler may use this ability in humanoid, hybrid, or<br />

wolf form.<br />

Blood Drinker (Su): When the night howler grasps a foe<br />

with its fangs, and tears open arteries and saps the vitality and<br />

health from its enemy. Three times per day beginning at 7th<br />

level, the howler may use its supernatural affinity for<br />

necromancy to weaken a foe. The howler must elect to use this<br />

ability before resolving its bite attack. On a successful hit, its<br />

target must make a Fortitude save (DC 16 + the howler's<br />

Constitution modifier) or suffer 2 points of temporary<br />

Strength damage. This ability score damage is in addition to<br />

any damage caused by the bite.<br />

Rending Bite (Ex): The night howler's ferocity and blood<br />

thirst drive it to commit horrid atrocities in battle. Starting at<br />

8th level, when the howler hits with its bite attack while in<br />

animal form, it may choose to rend and tear its foe in place of<br />

its trip attack. The howler makes an opposed Strength check<br />

against its enemy with a +4 bonus. Its foe makes a standard<br />

Strength check. Creatures smaller than the howler suffer<br />

penalties as if they were the target of a trip attack. Larger<br />

creatures do not gain their standard bonus to resist a trip, as<br />

the howler simply tries to rend and tear their flesh rather than<br />

send them tumbling to the ground. If the howler succeeds in<br />

this check, it immediately deals its bite damage to its target<br />

again. The howler worries and tears at its foe, causing further<br />

injury as it widens the bite wound.<br />

Symphony of the Night (Su): With a single long, keening<br />

wail, the howler can strike such overwhelming terror into its<br />

foes that they are rooted in place and unable to move. Once per<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +1 +2 +0 +0 Blood hunter<br />

2 +2 +3 +0 +0 Hunter in the dark<br />

3 +3 +3 +1 +1 Crushing bite<br />

4 +4 +4 +1 +1 Chilling howl<br />

5 +5 +4 +1 +1 Blood seeker<br />

6 +6 +5 +2 +2 Master of the night<br />

7 +7 +5 +2 +2 Blood drinker<br />

8 +8 +6 +2 +2 Rending bite<br />

9 +9 +6 +3 +3 Symphony of the night<br />

10 +10 +7 +3 +3 Blood gorger<br />

day starting at 9th level, as a full-round action, the howler<br />

gathers its inherent talent for necromancy and channels it into a<br />

roaring howl. All creatures within a 120 ft. spread of the howler<br />

must make Fortitude saves (DC 17 + the howler's Charisma<br />

modifier). Those that fail in this save are stunned for 1d4<br />

rounds. This ability is a mind-affecting, fear-based effect.<br />

Blood Gorger (Ex): The 10th-level night howler strikes with<br />

such ferocity that it can use its bite to throw a foe to the ground<br />

and latch on to its opponent with a vise-like grip. If the howler<br />

successfully trips an opponent, it may start a grapple as a free<br />

action. Once grappling, it may choose to deal its bite damage<br />

without making a grapple check. It may not grapple to inflict<br />

additional damage, but may use a check to pin a foe.<br />

Pack Lord (Any)<br />

Striding among his fellows with powerful grace and<br />

unparalleled calm, the pack lord is the unquestioned leader of<br />

any lycanthrope group he joins. With his combination of a<br />

humanoid's canny knack for manipulation and personal<br />

relationships, along with his feral, animal side's raw power and<br />

instinctual feel for power, the pack lord is the unquestioned<br />

leader of his people. Many pack lords are born into their<br />

position, joining a long line of distinguished (or feared) leaders<br />

and/or tyrants. Among the werewolves, these fearsome<br />

creatures run at the head of the pack, cowing their followers<br />

into obedience not with violence but through the sheer power<br />

of their presence. Among werebears, these revered leaders set<br />

an example for others in the lodge to follow. They use their<br />

wisdom, sense of justice, and carefully tempered ideals to<br />

guide their people.<br />

Pack lords are easy to spot among ordinary lycanthropes. They<br />

walk with a sense of regal grace that many human monarchs<br />

can only dream of achieving. In many ways, they represent the<br />

civilized ideal of what a fusion of man and animal can become.<br />

In other cases, they are brutal, petty dictators who bend their<br />

followers into useful tools to gain what they want. In either<br />

case, the lords' methods differ but the source of their power<br />

remains the same. Just as some animals naturally defer to the<br />

powerful alpha beasts among them, so too do lycanthrope<br />

groups produce mighty leaders that demand and gain<br />

obedience with the raw strength of their indomitable<br />

personalities.<br />

Pack lords are typically born rather than made. They spring<br />

from long, illustrious lines of leaders and kings. You can adapt<br />

this prestige class to other races simply by changing the racial<br />

requirement and perhaps customizing a few of the class's<br />

abilities. The dwarf version of this class might be known as the<br />

lord of stone and steel, while an elf analog could be titled the<br />

arboreal overlord.<br />

Hit Die: d6<br />

Requirements<br />

To become a pack lord, a character must fulfill all the following<br />

criteria:<br />

Base Attack Bonus +5 or divine or arcane spell caster level 5+<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Diplomacy: 8 ranks<br />

Intimidate: 8 ranks<br />

Feat: Persuasive<br />

Race: Lycanthrope<br />

Class Skills<br />

The pack lord's class skills (and the key ability for each) are<br />

Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather<br />

Information (Cha), Intimidate (Cha), Listen (Wis), Perform<br />

(Cha), and Sense Motive (Wis).<br />

Skill Points at Each Level: 4 + Int modifier.<br />

Chapter Two: Lycanthrope Characters<br />

Class Features<br />

All of the following are class features of the pack lord prestige<br />

class.<br />

Weapon and Armor Proficiency: The pack lord gains no<br />

additional proficiencies with weapons, armor, or shields.<br />

Animal Magnetism (Ex): The pack lord represents a<br />

powerful fusion of raw, animal power and<br />

the restrained, careful consideration of a<br />

humanoid mind. The two combine<br />

to allow him to exert a powerful<br />

effect on others he meets. He<br />

gains a +2 competence<br />

bonus to all Charisma<br />

checks and Charismabased<br />

skill checks. In<br />

addition, he gains a<br />

+2 bonus to Will<br />

saves against mindinfluencing<br />

effects.<br />

Stately Manner<br />

(Ex): In all of his<br />

forms, the pack lord<br />

moves with a grace<br />

and panache that reveals his regal nature. Beginning at 2nd<br />

level, creatures that have no more than half as many hit dice as<br />

the lord must make a Will save (DC 10 + the lord's Charisma<br />

modifier) in order to attack him. Creatures make this save<br />

before taking their actions for the round. On a successful save,<br />

the creature does not have to check again for the rest of the<br />

encounter. Creatures that fail this save are allowed another one<br />

each round until they succeed. This is a mind-influencing<br />

effect.<br />

Baleful Eye (Ex): While a pack lord can use his personality<br />

to encourage and sway others, he can also use it to strike terror<br />

into his enemies' hearts. Three times per day beginning at 3rd<br />

level, he may use a standard action to stare into a foe's eyes in<br />

order to use the raw force of his personality to cow him into<br />

submission. The opponent must make a Will save (DC 16 +<br />

the pack lord's Charisma modifier) or become shaken. Shaken<br />

creatures suffer a –2 penalty to all attacks, saves, and checks.<br />

This effect lasts for 10 rounds.<br />

Feral Aspect (Ex): At 4th level, the pack lord takes on the<br />

most majestic or terrifying qualities of his base animal form,<br />

allowing him to exert his influence over others without<br />

making any special effort to do so. Once per encounter, the<br />

pack lord may make a Diplomacy or Intimidate check to<br />

influence others as a free action. At 8th level, the pack lord<br />

may use this ability twice per encounter.<br />

Alpha Status (Ex): At 5th level, the pack lord cultivates his<br />

talents in manipulating others to such a degree that he can<br />

lend aid and support to his companions and allies. His mere<br />

presence inspires greatness in his friends. All of the pack lord's<br />

allies within 30 ft. of him receive a +1 morale bonus on attacks<br />

and Will saves.<br />

Fearsome Glare (Ex): When locked in combat, the pack<br />

lord channels his overwhelming personality<br />

into a terrifying aspect. He growls and<br />

glares at his foe, casting doubt into his<br />

mind and making his attacks<br />

uncertain. Once per day beginning at<br />

6th level, the lord may make an<br />

Intimidate check as a free action<br />

against a creature that he hits<br />

and damages with a melee<br />

attack. That opponent<br />

must make a Will save<br />

with a DC equal to the<br />

result of the Intimidate<br />

check. If the lord's<br />

opponent fails this save,<br />

he becomes shaken<br />

(suffering a –2 morale<br />

penalty to attacks, checks,<br />

and saves) and may take<br />

only a standard action on<br />

his next turn. This is a<br />

fear-based, mindinfluencing<br />

effect.<br />

Regal Manner (Ex): The<br />

pack lord's grace and power acquire an almost palpable aura at<br />

7th level. Any creature that attempts to attack him must make<br />

a Will save with a DC of the lord's class level + 5 + the lord's<br />

Charisma modifier. If the pack lord takes any violent actions<br />

during an encounter, he loses the benefits of this ability for the<br />

duration of that encounter. However, he still gains the use of<br />

his stately manner class ability.<br />

Withering Glance (Ex): Once per day at 9th level and<br />

above, the pack lord may ready an action to overpower an<br />

opponent with the sheer force of his personality. On his chosen<br />

target's action, the lord makes a Diplomacy check. The target<br />

of this ability must make a Will save with a DC equal to the<br />

check's result. If this save fails, the creature loses its actions for<br />

the round. The pack lord must be able to see its target, and<br />

vice versa, for this ability to function.<br />

Lord of Beasts and Men (Ex): At 10th level, the pack lord's<br />

command of others reaches its ultimate state. He cannot enter<br />

a room without others naturally deferring to his status and<br />

power, while he handles social situations and negotiations<br />

with skill and grace. The pack lord gains a +4 competence<br />

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62<br />

Chapter Two: Lycanthrope Characters<br />

bonus to all Charisma checks and Charisma-based skill<br />

checks. This replaces (does not stack with) the animal<br />

magnetism class ability. In addition, the pack lord may compel<br />

service from other, lesser creatures. This ability functions as<br />

the spell command cast as a sorcerer at the pack lord's total<br />

character level (save DC 11 + the pack lord's Charisma<br />

modifier). The lord may use this ability at will. This ability<br />

functions only against creatures with fewer hit dice than the<br />

pack lord.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +2 +0 +2 Animal magnetism<br />

2 +1 +3 +0 +3 Stately manner<br />

3 +2 +3 +1 +3 Baleful eye<br />

4 +3 +4 +1 +4 Feral aspect<br />

5 +3 +4 +1 +4 Alpha status<br />

6 +4 +5 +2 +5 Fearsome glare<br />

7 +5 +5 +2 +5 Regal manner<br />

8 +6 +6 +2 +6 Feral aspect<br />

9 +6 +6 +3 +6 Withering glance<br />

10 +7 +7 +3 +7 Lord of beasts and men<br />

Relentless Charger<br />

(Wereboar)<br />

Among the wereboars, strength and toughness easily outweigh<br />

intellect in terms of social value. The crude, crass, and<br />

backward wereboars prefer to spend their days gorging<br />

themselves on moonshine and stuffing whatever edible<br />

morsels they can find into their maws. In battle, these brutes<br />

rely on overwhelming strength and a touch of reckless<br />

abandon to overcome their foes. Given that wereboars are near<br />

simpletons, they favor direct, simple tactics. Most of the time,<br />

a wereboar charges his opponent and tries to beat him into<br />

submission as quickly as possible. If that fails, he turns tail and<br />

runs.<br />

The most talented wereboar warriors turn the act of trampling<br />

an opponent into an art form. Bored by their long days of lazy<br />

squalor, some of them take to practicing their overwhelming<br />

charges on trees, boulders, and other large, inanimate objects.<br />

Though the jarring collisions knock many of them senseless, a<br />

few learn to leverage their considerable bulk and strength with<br />

incredible efficiency. With practice, a wereboar warrior can<br />

learn to knock even the strongest frost giant flat on his back.<br />

These lycanthropes are known as relentless chargers, living<br />

balls of destruction that exist solely to blast through their foes'<br />

ranks and level all in their path.<br />

The wereboars treat members of this prestige class with great<br />

respect and deference. Normally they rise to positions of<br />

prominence in their communities, bossing other wereboars<br />

around and occasionally trampling a rival wereboar or<br />

encroaching stranger into the ground. The other lycanthrope<br />

races never produce members of this prestige class. Only the<br />

wereboars' culture, such as it is, produces these unique<br />

warriors. After all, few other groups place any premium or<br />

value in running head first into trees for entertainment.<br />

Hit Die: d10<br />

Requirements<br />

To become a relentless charger, a character must fulfill all the<br />

following criteria:<br />

Base Attack Bonus +5<br />

Feats: Improved Bull Rush, Improved Overrun<br />

Race: Wereboar<br />

Class Skills<br />

The relentless charger's class skills (and the key ability for<br />

each) are Climb (Str), Intimidate (Cha), Jump (Str), and Swim<br />

(Str).<br />

Skill Points at Each Level: 2 + Int modifier.<br />

Class Features<br />

All of the following are class features of the relentless charger<br />

prestige class.<br />

Weapon and Armor Proficiency: The relentless charger gains<br />

no additional proficiencies with weapons, armor, or shields.<br />

Overwhelming Charge (Ex): When lining up a bull rush or<br />

overrun attack in conjunction with a charge, the relentless<br />

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Chapter Two: Lycanthrope Characters<br />

charger gains an additional +10 ft. of movement. The relentless<br />

charger gains this bonus only when making a charge to deliver<br />

an overrun or bull rush attack.<br />

Overpower (Ex): The relentless charger hammers through<br />

his enemies, casting them aside like dolls as he tears into their<br />

ranks. When using the overrun or bull rush combat actions, a<br />

2nd-level or higher relentless charger counts as one size<br />

category larger than he actually is. This change affects his size<br />

modifier to these attacks, the maximum creature size he can<br />

target, and all other areas in which size plays a role in either<br />

type of attack.<br />

Gore Attack (Ex): When making a bull rush attack, the 3rdlevel<br />

relentless charger slams his long, ferocious tusks into his<br />

opponent. If the charger is in hybrid or animal form when he<br />

attempts a bull rush, he may make a gore attack in conjunction<br />

with the bull rush. If the gore attack is successful, he deals his<br />

normal damage with a +2 bonus for every 5 ft. he pushes his<br />

opponent backward.<br />

Thunderous Impact (Ex): The relentless charger slams into<br />

his opponent when using the bull rush attack, knocking his<br />

target into the air at the cost of dropping his own guard against<br />

attacks. Beginning at 5th level, the charger may opt to incur<br />

attacks of opportunity as normal for making a bull rush attack,<br />

as if he did not have the Improved Bull Rush feat. In return, he<br />

automatically knocks his opponent an additional 5 ft.<br />

backward. In addition, the target of his bull rush must succeed<br />

at an opposed Strength check against the charger or be<br />

knocked prone.<br />

Trampling Boar (Ex): When the charger overwhelms his<br />

enemies, he grinds them into the ground with his feet or<br />

hooves, as appropriate to his current from. If a relentless<br />

charger of 6th level or higher knocks an opponent prone with<br />

an overrun attack, he deals 1d4 + half his Strength modifier in<br />

damage to his opponent.<br />

Unstoppable Charge (Ex): As per the charger's<br />

overwhelming charge ability, save that at 8th level, he now<br />

counts as two size categories larger for purposes of bull rush<br />

and overrun attacks.<br />

Trample (Ex): As a full-round action, the 9th-level or higher<br />

relentless charger can move up to twice its speed and literally<br />

run over any opponents of his size or smaller. The charger<br />

merely has to move over the opponents in its path in a straight<br />

line. Any creature whose space is completely covered by the<br />

trampling creature’s space is subject to the trample attack. If a<br />

target’s space is larger than 5 feet, it is only considered<br />

trampled if the charger moves over all the squares it occupies.<br />

If the charger moves over only some of a target’s space, the<br />

target can make an attack of opportunity against him at a –4<br />

penalty. A charger that accidentally ends its movement in an<br />

illegal space returns to the last legal position he occupied, or<br />

the closest legal position, if there’s a legal position that’s closer.<br />

A trample attack deals 1d8 + 1.5 times the charger's Strength<br />

bonus in bludgeoning damage.<br />

Trampled opponents can attempt attacks of opportunity, but<br />

these take a –4 penalty. If they do not make attacks of<br />

opportunity, trampled opponents can attempt Reflex saves to<br />

take half damage from the trample attack.The save DC against a<br />

trample attack is 15 + the charger's Strength modifier.<br />

Torrent of Fury (Ex): At 10th level, the relentless charger<br />

unlocks his inner strength and turns himself into a veritable<br />

wrecking ball of destruction. When using the bull rush attack,<br />

he gains a +4 bonus to his Strength score. This bonus lasts for<br />

one full round. In addition, he pushes his opponent backward<br />

twice the normal distance on a successful bull rush. Note that<br />

this increases the bonus damage he inflicts with his gore attack<br />

special ability.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +1 +2 +0 +0 Overwhelming charge<br />

2 +2 +3 +0 +0 Overpower<br />

3 +3 +3 +1 +1 Gore attack<br />

4 +4 +4 +1 +1<br />

5 +5 +4 +1 +1 Thunderous impact<br />

6 +6 +5 +2 +2 Trampling boar<br />

7 +7 +5 +2 +2<br />

8 +8 +6 +2 +2 Unstoppable charge<br />

9 +9 +6 +3 +3 Trample<br />

10 +10 +7 +3 +3 Torrent of fury<br />

Shadow Prowler (Wererat)<br />

Among the wererats, the shadow prowlers from a secretive,<br />

highly feared sect of thieves, assassins, and spies who draw<br />

upon an ancient pact with diabolic forces. Members of this cult<br />

combine a smattering of mystical knowledge with their ability<br />

to slip into temples, castles, and other fortresses of civilization<br />

undetected to prove their courage and potential. After a test<br />

that usually involves using magic and cunning to steal a<br />

valuable item, the shadow prowler is inducted into the sect's<br />

inner mysteries. In a ceremony that leaves a star-shaped scar on<br />

his left palm, the prowler marks his allegiance to the dukes of<br />

hell and swears to follow the dictates of the order. With his oath<br />

in place, the elders begin to instruct the new initiate in the<br />

magical secrets they have unearthed.<br />

Shadow prowlers use a variety of magical abilities to infiltrate<br />

human cities and other settlements to spy on their inhabitants.<br />

Their first secrets allow them to mingle with humans and hide<br />

within a cloak of shadows from their enemies. Chief among<br />

these foes are the midnight justicars, a group of weretiger<br />

enforcers who literally wage a game of cat and mouse against<br />

the shadow prowlers. Since the foundation of both orders,<br />

they have struggled to purge the world of each other.<br />

As prowlers prove themselves, they earn greater privileges and<br />

access to deeper secrets. They learn to bind and call swarms of<br />

rats, hasten their own ability to assume other shapes, and<br />

ultimately gain benefits from hell itself in the form of diabolic<br />

vermin and half-fiend servitors. In return, the shadow prowler<br />

clans pledge wealth, kidnap victims, and other grim<br />

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64<br />

commodities to their overlords.<br />

Chapter Two: Lycanthrope Characters<br />

In many ways, the shadow prowlers represent a typical wererat<br />

devil cult. Other groups gather to worship a variety of potent,<br />

lawful evil beings, but the prowlers are the most common. In<br />

the rigid hierarchy of wererat kind, these groups become<br />

powerful political and military tools that have determined the<br />

course of many intricate political maneuvers. In many human<br />

cities, a wererat shadow prowler elder lurks within the<br />

forgotten sewer channels, uncovering the town's secrets and<br />

using his servitors to slowly extend his power.<br />

Hit Die: d6<br />

Abbreviation: Sdp<br />

Requirements<br />

To become a shadow prowler, a character must fulfill all the<br />

following criteria:<br />

Base Attack Bonus +4<br />

Arcane Caster Level 2+<br />

Handle Animal: 4 ranks<br />

Hide in Shadows: 8 ranks<br />

Knowledge (arcana): 4 ranks<br />

Move Silently: 8 ranks<br />

Race: Wererat<br />

Class Skills<br />

The shadow prowler's class skills (and the key ability for each)<br />

are Concentration (Con), Disable Device (Int), Escape Artist<br />

(Dex), Handle Animal (Cha), Hide (Dex), Knowledge (arcana)<br />

(Int), Move Silently (Dex), Open Lock (Dex), Search (Int),<br />

Sleight of Hand (Dex), and Use Magic Device (Cha).<br />

Skill Points at Each Level: 4 + Int modifier.<br />

Class Features<br />

All of the following are class features of the shadow prowler<br />

prestige class.<br />

Weapon and Armor Proficiency: The shadow prowler gains<br />

no additional proficiencies with weapons, armor, or shields.<br />

Shadow Friend (Su): At 1st level, the shadow prowler's<br />

arcane training and lycanthropic heritage allow him to bend<br />

and mold the shadows to his wishes. When making Hide<br />

checks, he gains a +2 competence bonus as shadows move to<br />

cloak him from observation.<br />

Cloak of Illusion (Su): As the shadow prowler must openly<br />

walk among humanoid society, he develops magical<br />

countermeasures to foil any attempts to determine his true<br />

nature. Beginning at 2nd level, the shadow prowler may roll a<br />

Hide check whenever a divination spell is used to uncover<br />

information about him. The caster of the divination spell must<br />

make a caster level check with a DC equal to the prowler's<br />

Hide check in order to get any information on the prowler.<br />

Make this check each time a spell is used to observe the<br />

prowler, determine his true nature, read his alignment, or<br />

otherwise delve into his nature and background.<br />

Sneak Attack (Ex): As thieves and infiltrators, shadow<br />

prowlers learn to target their enemies' sensitive, vulnerable<br />

areas. In addition to training in the art of stealth and the arcane<br />

secrets of their order, they learn how to deliver sneak attacks<br />

as per the rogue character class. A prowler inflicts 1d6 sneak<br />

attack damage at 3rd level and 2d6 at 7th level. If the prowler<br />

gained this ability from any other class, stack that damage with<br />

the damage this class grants him.<br />

Allied Claws (Su): Once per day starting at 4th level, the<br />

prowler may call 1d4+1 rat swarms to aid him. These creatures<br />

arrive one round after the prowler uses an action to call them.<br />

They obey his orders without question and remain in his<br />

service for a number of hours equal to 3 + the prowler's<br />

Charisma modifier.<br />

Spawn of the Warren (Su): A favored trick used by<br />

prowlers to escape capture, this ability allows them to assume<br />

the guise of dozens of normal rats as a standard action. The<br />

prowler may transform his body into a mass of rats that spill<br />

down on to the floor and scramble for cover. A total of 20<br />

identical dire rats appear, all of which break for the nearest<br />

bolt holes. Randomly select one of the rats as the prowler. The<br />

rats do not fight unless cornered and attacked. Rather, they<br />

attempt to escape in a blind panic. The prowler may use this<br />

ability once per day beginning at 5th level. Unlike normal<br />

lycanthropic transformations, any equipment the prowler<br />

carried is transformed into animal form along with the prowler<br />

itself. The prowler may remain in its dire rat form for up to 10<br />

minutes per class level, though it may dismiss the effect earlier<br />

if desired.<br />

Whispers in the Night (Su): As a prowler delves deeper into<br />

the mysteries of his strange cult, he learns to call rats to serve<br />

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Chapter Two: Lycanthrope Characters<br />

him for long periods of time. These envoys search through the<br />

city, obeying his orders and bringing him news of events. In<br />

addition, he can temporarily cast his mind into the vast network<br />

of rats he creates. This ability, gained at 6thlevel, allows the<br />

prowler to make Gather Information checks in half the normal<br />

time with a +20 competence bonus. In addition, he can cast the<br />

equivalent of scrying as a sorcerer with a caster level equal to his<br />

total caster level + his level in this prestige class.<br />

Infernal Emissary (Su): The prowler's mystic studies and<br />

research into his cult's mysteries allows him to unlock new<br />

powers and abilities. At 8th level, by reaffirming a pact with<br />

dark gods, demons, and devils, he gains lordship over a swarm<br />

of infernal rats. When using his allied claws ability, double the<br />

number of swarms summoned. In addition, any or all of those<br />

swarms may be given the infernal template if the prowler<br />

wishes.<br />

Lightning Change (Su): At 9th level, the prowler learns to<br />

unlock his inner lycanthropic heritage and enhance it with the<br />

dark magics that his studies and training have unleashed<br />

within him. When using his alternate form ability (see the<br />

wererat class for more information) he can change form as a<br />

free action once per round. In addition, he may opt to<br />

incorporate the items he carries into his new shape. Rather<br />

than fall to the floor, they become one with his body. When he<br />

later changes to humanoid or hybrid form, his equipment<br />

appears in his hands and/or on his person as it was arranged<br />

when he transformed.<br />

Master of Vermin (Su): At 10th level, the infernal network<br />

of rodents that the prowler has assembled becomes deeply<br />

linked to him. When he uses his whispers in the night ability<br />

to cast scry, double his effective caster level and increase the<br />

save DC against the spell by +2. In addition, he gains the<br />

services of a demonic servant. This follower is a wererat with<br />

the half-fiend template and up to eight levels in character<br />

classes chosen by the prowler. Sent by the lords of hell, this<br />

lieutenant is utterly loyal and willing to die for his master. If he<br />

does perish, the prowler gains a new lieutenant in 1d10 days.<br />

The lieutenant has equipment as appropriate for a character of<br />

his total level.<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +0 +0 +2 +2 Shadow friend<br />

2 +1 +0 +3 +3 Cloak of illusion<br />

3 +2 +1 +3 +3 Sneak attack +1d6<br />

4 +3 +1 +4 +4 Allied claws<br />

5 +3 +1 +4 +4 Spawn of the warren<br />

6 +4 +2 +5 +5 Whispers in the night<br />

7 +5 +2 +5 +5 Sneak attack +2d6<br />

8 +6 +2 +6 +6 Infernal emissary<br />

9 +6 +3 +6 +6 Lightning change<br />

10 +7 +3 +7 +7 Master of vermin<br />

Wolf Slayer<br />

In areas infested with werewolves and other lycanthropes, the<br />

wolf slayer hunts in the night to defend the bastions of<br />

civilization. By studying the different werecreature species, he<br />

learns to take advantage of their weaknesses and turn their<br />

talents into liabilities on the battlefield. He learns to strike<br />

when a creature changes its shape, piercing vital organs and<br />

joints as his foe's body shifts and changes. With the merest<br />

glance at a humanoid, he can tell whether he looks upon a<br />

lycanthrope in disguise or simple peasant. With his abilities to<br />

uncover lycanthropes and his specialized talent in hunting<br />

them down, he makes a fearsome enemy to any werebeast.<br />

While this class is called the wolf slayer, it can be easily<br />

renamed to fit the different lycanthrope species that infest an<br />

area. A member of this class who operates in an urban area<br />

might be known as a rat stalker, while an evil one who hunts<br />

werebears could be known as a forest scourge. This class's<br />

abilities are generic enough to function against many<br />

shapechangers and all lycanthropes.<br />

As an option for player characters, this class is a bit too<br />

limited in scope. Unless your game features lycanthropes as a<br />

major, continuing menace, chances are that a player won't<br />

find much use for its abilities. When a lycanthrope does<br />

appear, the wolf slayer can easily dispatch even the mightiest<br />

warrior among them. Perhaps the best way to use this class is<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 65


66<br />

as a recurring villain or rival for any lycanthrope PCs within<br />

the party. A werebear druid may have to face the foul villain<br />

that destroyed his lodge, while a weretiger might hunt down<br />

the treacherous spy that slew one of his siblings. A<br />

lycanthrope PC might push one of the evil organizations or<br />

villains in your campaign to recruit a wolf slayer as a<br />

bodyguard or assassin. Remember that the players cannot<br />

possibly memorize every prestige class in print. Throwing a<br />

wolf slayer at them can confuse the party and inject some<br />

additional mystery and danger into an otherwise typical<br />

encounter.<br />

Hit Die: d8<br />

Requirements<br />

To become a wolf slayer, a character must fulfill all the<br />

following criteria:<br />

Base Attack Bonus +5<br />

Survival: 8 ranks<br />

Favored Enemy: Humanoid (shapechanger)<br />

Special: Stalk and kill a werewolf in the wilderness without<br />

aid from anyone else other than any animal companions that<br />

follow you.<br />

Class Skills<br />

The wolf slayer's class skills (and the key ability for each) are<br />

Climb (Str), Concentration (Con), Craft (Int), Handle Animal<br />

(Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge<br />

(dungeoneering) (Int), Knowledge (geography) (Int),<br />

Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex),<br />

Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival<br />

(Wis), Swim (Str), and Use Rope (Dex).<br />

Skill Points at Each Level: 6 + Int modifier.<br />

Chapter Two: Lycanthrope Characters<br />

Class Features<br />

All of the following are class features of the wolf slayer prestige<br />

class.<br />

Weapon and Armor Proficiency: The wolf slayer gains no<br />

additional proficiencies with weapons, armor, or shields.<br />

Discerning Sight (Ex): Wolf slayers develop an innate<br />

ability to pick out creatures that have adopted a different<br />

form through magical or mundane means. They have<br />

studied creatures in their natural habitat to such an extent<br />

that they can discern the adopted mannerisms and motions<br />

of a shapechanger or a person who sports a disguise. They<br />

can notice a shapechanger, regardless of its form, or a<br />

creature whose shape has been changed via magic with a<br />

successful Spot check (DC 20). In addition, the wolf slayer<br />

gains a +4 competence bonus on all Spot checks opposed by<br />

a Disguise check.<br />

Wolf Stalker (Ex): As the wolf slayer's fighting abilities and<br />

experience with lycanthropes expands, he further hones his<br />

skill in defeating them in battle. At 2nd, 5th, and 8th levels,<br />

his favored enemy bonus against humanoids (shapechangers)<br />

increases by +2. This bonus applies to damage and all the skill<br />

checks that the favored enemy bonus normally applies to.<br />

Lycanthropic Immunity (Ex): At 3rd level, the wolf slayer<br />

develops complete immunity to lycanthropy. As part of his<br />

training, he exposes himself to werewolf blood, saliva, and other<br />

infectious agents in small doses. Over time, his body builds up an<br />

immunity to the diseases inflicted by the beasts he hunts.<br />

Vulnerable Strike (Ex): His many battles against<br />

werecreatures allow the wolf slayer to take advantage of their<br />

weaknesses. When a werecreature changes forms, the slayer<br />

can attack its most vulnerable spots with pinpoint accuracy.<br />

Beginning at 4th level, if a slayer attacks a werecreature after it<br />

changes shape but before its next action, he gains +1d6<br />

damage to his attack. Treat this damage as a sneak attack for<br />

determining how it functions with respect to critical hits,<br />

magical items, and other effects. The slayer gains this damage<br />

with melee strikes and missile attacks made at a range of 30 ft.<br />

or less.<br />

Scent of the Beast (Ex): At 6th level, the slayer's training<br />

and experience in fighting werecreatures allow him to develop<br />

a nearly supernatural ability to detect them. He is considered<br />

to have the scent special ability, but only against werecreatures,<br />

regardless of their current form.<br />

Canny Wrestler (Ex): A wolf slayer must commonly move<br />

into close combat with a creature that is taller and stronger<br />

than he is, requiring him to make up for his relatively small<br />

girth with skill and cunning. Beginning at 7th level, when<br />

grappling, the slayer gains a +4 competence bonus to grapple<br />

and Escape Artist checks against creatures that have a higher<br />

Strength score and/or larger size. The slayer uses his<br />

opponent's bulk and power against him with misdirection,<br />

throws, and limb locks.<br />

Precision Strike (Ex): By studying an opponent, the 9thlevel<br />

wolf slayer can pick out soft, vulnerable areas in his<br />

target's armor or hide. As a full-round action, he makes a<br />

single strike at his best base attack bonus, but this strike<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

1 +1 +2 +0 +0 Discerning sight<br />

2 +2 +3 +0 +0 Wolf stalker +2<br />

3 +3 +3 +1 +1 Lycanthropic immunity<br />

4 +4 +4 +1 +1 Vulnerable strike<br />

5 +5 +4 +1 +1 Wolf stalker +2<br />

6 +6 +5 +2 +2 Scent of the beast<br />

7 +7 +5 +2 +2 Canny wrestler<br />

8 +8 +6 +2 +2 Wolf stalker +2<br />

9 +9 +6 +3 +3 Precision strike<br />

10 +10 +7 +3 +3 Hindering strike<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

ignores either his target's armor or natural bonus to AC (the<br />

slayer may choose which bonus to ignore). The slayer finds<br />

gaps in plate mail, soft areas around a beast's joints, and other<br />

spots that make ideal targets.<br />

Hindering Strike (Ex): At 10th level, the wolf slayer masters<br />

the tactics and maneuvers needed to easily dispatch<br />

lycanthropes. If he uses a full attack action to make a single<br />

strike against a lycanthrope, he can force the creature to revert<br />

to its humanoid form if he successfully hits and inflicts<br />

damage. The werecreature must make a Fortitude save (DC 20<br />

+ the slayer's Strength modifier) or be forced to use his next<br />

action to transform into humanoid shape. The intense pain<br />

caused by the slayer's strike clouds the lycanthrope's mind and<br />

forces it to reflexively turn into a humanoid.<br />

Lycanthrope Feats<br />

Feats represent tricks, talents, and other minor abilities that<br />

adventurers learn to enhance their skills and abilities.<br />

Lycanthropes, with the various abilities they have in each of<br />

their forms, have developed an array of unique talents. Some<br />

of the feats presented here work best when used in animal<br />

shape, while others are tailored to hybrid form. Be sure to<br />

consider your character's preferred form before picking out<br />

feats for him.<br />

Most of the feats presented here are marked with the<br />

lycanthrope keyword. These feats are available only to<br />

werecreature characters and NPCs. They draw on and improve<br />

typical lycanthropic traits and are thus unsuitable to other<br />

characters. Feats that do not have this keyword can be taken<br />

by any character.<br />

Since werecreatures often have radically different ability scores<br />

in their animal and humanoid forms, your character might<br />

qualify for a feat while in animal guise but not in humanoid<br />

form. You can take any feat if one of your forms meets its<br />

prerequisites. However, you can only utilize that feat while in<br />

forms that meet the feat's qualifications. For example, a<br />

werebear with a 10 Strength in humanoid form but a 24 in<br />

bear form could use Power Attack as an animal but not as a<br />

humanoid. If his humanoid form's Strength increased to 13,<br />

possibly due to a magic item, he could then use Power Attack<br />

in that shape as well.<br />

As an optional rule, you can take feats that none of your forms<br />

can use with the understanding that as you gain levels in the<br />

werecreature classes you will eventually qualify to use it.<br />

Banking a feat in this manner allows you to build the character<br />

you want without worry about timing your access to feats with<br />

your ability scores.<br />

In addition to the primary feats listed here, the end of this section<br />

includes expanded rules for the Control Shape skill and a<br />

selection of feats that utilize it. These feats are listed separately for<br />

ease of reference. Both feat sections are listed together in a single<br />

reference table to make selecting them easier.<br />

Alter Features<br />

[Lycanthrope]<br />

When changing forms, you can opt to alter your appearance.<br />

You can change your facial structure, alter the color of your<br />

hair, or change the pattern of your fur. You cannot make<br />

massive changes to your appearance, but you can attempt to<br />

mimic others and disguise yourself.<br />

Prerequisite: Disguise skill.<br />

Benefit: You gain a +4 bonus to all Disguise checks in any<br />

form.<br />

Armored Shapechange<br />

(light) [Lycanthrope]<br />

You have learned to change shapes without ruining your<br />

armor. As you alter in a new form, you release straps, untie<br />

laces, and shed your armor as part of your transformation.<br />

Benefit: When you change into a form that is larger than your<br />

current one, you can remove any light armor you wear as a free<br />

action. You can only take your armor off in this manner if you<br />

change shape. You cannot remove it this quickly under other<br />

conditions.<br />

Armored Shapechange<br />

(medium) [Lycanthrope]<br />

Your experience in wearing heavier armor and many hours of<br />

practice have taught you how to change shape without<br />

wrecking your armor.<br />

Prerequisite: Armored Shapechange (light)<br />

Benefit: As per Armored Shapechange (light), save that you can<br />

remove medium armor as a free action while changing shape.<br />

Blade Grasper<br />

[Lycanthrope]<br />

When an opponent hits you with a weapon, your damage<br />

reduction causes the wound to heal around the blade. With a<br />

quick twist of your body, you wrench the sword or axe free of<br />

his hands.<br />

Prerequisite: DR 10/silver<br />

Benefit: Once per round, when you are hit with a non-silver<br />

slashing or piercing weapon that fails to inflict damage due to<br />

your DR, you may make a Strength check opposed by your<br />

opponent's attack roll. If you succeed, your opponent drops<br />

his weapon in your square. Otherwise, he maintains control of<br />

his blade.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 67


68<br />

Crushing Squeeze<br />

[General]<br />

With your great size and strength, you can grind opponents to<br />

death while you grapple them.<br />

Prerequisite: Size Large or larger, Str 20+, Improved Grapple,<br />

base attack bonus +6.<br />

Benefit: When you grapple an opponent, you may choose to<br />

crush him in a bear hug. Your foe must be your size or smaller.<br />

Make an opposed grapple check. If you succeed, your<br />

opponent is pinned and you may choose to automatically<br />

inflict damage against him without making a grapple check. In<br />

essence, your grapple checks to inflict damage automatically<br />

succeed. However, instead of dealing unarmed damage, you<br />

inflict damage equal to your Strength bonus. A foe so grappled<br />

is considered to be pinned.<br />

Darting Strike<br />

[Lycanthrope]<br />

While in animal form, you can slip into an enemy's space and<br />

attack him from below. Since you move on all fours, you can<br />

easily maneuver beneath larger creatures.<br />

Prerequisite: Dex 13+.<br />

Chapter Two: Lycanthrope Characters<br />

Benefit: While in animal form, you can move into the area<br />

occupied by a creature that is at least one size category larger<br />

than you are. This provokes an attack of opportunity from<br />

your opponent. However, whenever you occupy the same<br />

space as your foe he loses his Dexterity bonus to AC against<br />

your attacks. Each round you remain within your foe's square,<br />

you provoke an attack of opportunity from him.<br />

Ferocious Grapple<br />

[General]<br />

When engaged in close quarters fighting, you know how to<br />

bring your claws and fangs to bear upon an opponent with<br />

deadly results.<br />

Prerequisite: Improved Grapple<br />

Benefit: While grappling an opponent, you may attack him as<br />

normal with your natural weapons. This benefit does not<br />

extend to unarmed strikes in humanoid form unless you have<br />

the Improved Unarmed Strike feat.<br />

Normal: Normally, you may attack with natural weapons at a<br />

–4 penalty to hit.<br />

Form Mastery (animal)<br />

[Lycanthrope]<br />

You have spent much of your time in animal form and have<br />

grown more accustomed to it than your other shapes. You fight<br />

better in your animal form and can assume it faster than normal.<br />

Prerequisite: You may not choose this feat if you have<br />

previously gained Form Mastery (hybrid) or Form Mastery<br />

(humanoid).<br />

Benefit: You suffer a –1 competence penalty to all attacks, saves,<br />

and checks while in hybrid or humanoid form, but gain a +1<br />

competence bonus to attacks, saves, and checks while in animal<br />

form. In addition, you can change into animal form from<br />

humanoid or hybrid form as a standard action.<br />

Form Mastery (humanoid)<br />

[Lycanthrope]<br />

You feel most comfortable as a humanoid, with both your<br />

hybrid and animal forms proving difficult for you to adapt to.<br />

Some of the traits and abilities you would enjoy as a<br />

lycanthrope bleed through to your humanoid form, as you<br />

channel your feral instincts to your humanoid psyche.<br />

Prerequisite: You may not choose this feat if you have previously<br />

gained Form Mastery (hybrid) or Form Mastery (animal).<br />

Benefit: While in humanoid form, you gain a +2 bonus to any<br />

ability score that increases when you switch into hybrid or<br />

animal shape. When in either of those two other forms, you<br />

suffer a –2 penalty to all attacks and checks. In addition, you<br />

reduce your speed in hybrid and animal forms by 10 ft., as you<br />

have difficulty adjusting to your new body.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Form Mastery (hybrid)<br />

[Lycanthrope]<br />

Caught between your humanoid and bestial sides, you prefer<br />

to remain in hybrid form for much of the time.<br />

Prerequisite: You may not choose this feat if you have<br />

previously gained Form Mastery (animal) or Form Mastery<br />

(humanoid).<br />

Benefit: When you switch from humanoid to hybrid form, you<br />

do not lose any of your equipment even if your size changes.<br />

When fighting with your natural weapons as secondary attacks<br />

while using a sword or other weapon as your primary attack,<br />

reduce the penalty the secondary attacks suffer by 1. When in<br />

humanoid form, you suffer a –2 penalty to Strength and<br />

Dexterity as you must struggle to cope with a weak, frail form.<br />

In animal guise, you reduce your speed by 10 ft. and suffer a<br />

–1 competence penalty to attacks, checks, and saves.<br />

Lycanthropic Shield<br />

[Lycanthrope]<br />

Drawing on your natural immunity to non-silvered weapons,<br />

you use your body to catch and deflect light blows. Since many<br />

attacks cannot injure you, you use your arm like a shield. This<br />

makes it easier to hit you, but your foes are less likely to inflict<br />

a serious injury against you.<br />

Prerequisite: DR 5/silver.<br />

Chapter Two: Lycanthrope Characters<br />

Benefit: You can choose to inflict a –2 penalty to your<br />

opponent's damage at the cost of granting him a +2<br />

circumstance bonus to hit you. You force your opponent to<br />

strike non-vital parts of your body, such as shielding your<br />

throat with your arm or twisting to catch an arrow on your<br />

shoulder rather than your chest.<br />

Overwhelm [General]<br />

With your great bulk and strength, you can force your<br />

opponents backward in melee. You lean into them and<br />

overwhelm them with raw force.<br />

Prerequisite: Size Large or larger, Str 20+.<br />

Benefit: When making a full attack against a creature smaller<br />

than you, you can attempt a Strength check in place of the 5ft.<br />

step you would normally be allowed. Any one creature that<br />

you attacked and hit that round must oppose this check with<br />

its own Strength check. If your check succeeds, you move into<br />

your opponent's space and he must move into one of the three<br />

squares behind him relative to you. If your check fails or there<br />

are no free squares for your opponent to retreat into, your<br />

opponent maintains his space and may make an attack of<br />

opportunity against you.<br />

Power Slam [General]<br />

You strike your foes with such tremendous force that you send<br />

them tumbling to the ground.<br />

Prerequisite: Bull Rush, Power Attack, Str 20+.<br />

Benefit: As a full-round action, you focus on making a single,<br />

devastating blow against an opponent. Make a single attack at<br />

your highest base attack bonus as normal. If you hit, your<br />

target must beat you in an opposed Strength check. If he fails,<br />

you knock him prone in his current square.<br />

Turn the Tables<br />

[Lycanthrope]<br />

You use your natural immunity to non-silvered weapons to<br />

your advantage in battle. When a foe strikes at you, you pull<br />

him off balance by grabbing at his weapon and forcing it<br />

deeper into your body. So long as your lycanthropic nature<br />

prevents you from incurring an injury, you can throw your<br />

opponent off-balance.<br />

Prerequisite: DR 10/silver.<br />

Benefit: Once per round, you gain an attack of opportunity<br />

against an opponent who hits you with a weapon in melee and<br />

fails to deal enough damage to defeat your DR. You do not gain<br />

this attack against creatures that use silver weapons, unarmed<br />

strikes, natural weapons, spells, or ranged attacks.<br />

Control Shape and Lycanthropes<br />

In the core rules, the Control Shape skill is used only by afflicted<br />

werecreatures to harness the strange new abilities they gain<br />

through lycanthropy. These rules expand on this skill and present<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 69


70<br />

a series of new feats that work with it in much the same way that<br />

the Track feat extends the Survival skill. You may have noticed<br />

that the werecreature classes all gain Control Shape as a class skill<br />

even though natural lycanthropes normally have no use for it.<br />

Under these rules, all werecreatures can use Control Shape to<br />

gain new special abilities.<br />

Control Shape (Wis)<br />

Chapter Two: Lycanthrope Characters<br />

Any character that has contracted lycanthropy and is aware of<br />

his condition can learn Control Shape as a class skill. (An<br />

afflicted lycanthrope not yet aware of his condition can<br />

attempt Control Shape checks untrained.) This skill<br />

determines whether an afflicted lycanthrope can control his<br />

shape. A natural lycanthrope does not need this skill, since it<br />

has full control over its shape, but it can develop its talent with<br />

it in order to establish a greater degree of control over its<br />

changes. For example, a lycanthrope can use this skill to<br />

change forms faster, make a partial transformation from one<br />

form to another, and otherwise increase the breadth of utility<br />

in its alternate form ability.<br />

Check (Involuntary Change): An afflicted character must<br />

make a DC 25 check at moonrise each night of the full moon<br />

to resist involuntarily assuming animal form. An injured<br />

character must also check for an involuntary change after<br />

accumulating enough damage to reduce his hit points by onequarter,<br />

and again after each additional one-quarter of his<br />

normal maximum hit points lost.<br />

On a failed check, the character must remain in animal form<br />

until the next dawn, when he automatically returns to his base<br />

form. A character aware of his condition may make one<br />

attempt to return to humanoid form (see below), but if he fails,<br />

he remains in animal form until the next dawn.<br />

Retry (Involuntary Change): No. Check to resist an<br />

involuntary change once each time a triggering event occurs.<br />

Check (Voluntary Change): In addition, an afflicted<br />

lycanthrope aware of his condition may attempt to use this<br />

skill voluntarily in order to change to animal form, assume<br />

hybrid form, or return to humanoid form, regardless of the<br />

state of the moon or whether he has been injured.<br />

Voluntary Change Control Shape DC<br />

Return to humanoid form (full moon*) 25<br />

Return to humanoid form (not full moon) 20<br />

Assume hybrid form 15<br />

Voluntary change to animal form (full moon) 15<br />

Voluntary change to animal form (not full moon) 20<br />

* For game purposes, the full moon lasts three days every<br />

month.<br />

Retry (Voluntary Change): A character can retry voluntary<br />

changes to animal form or hybrid form as often as he likes.<br />

Each attempt is a standard action. However, on a failed check<br />

to return to humanoid form, the character must remain in<br />

animal or hybrid form until the next dawn, when he<br />

automatically returns to humanoid form.<br />

Special: An afflicted lycanthrope cannot attempt a voluntary<br />

change until it becomes aware of its condition (see<br />

Lycanthropy as an Affliction).<br />

Check (Controlled Change): Any character with levels in<br />

any of the lycanthrope classes given in this book can use<br />

Control Shape to make minor adjustments to his body form. A<br />

werebear in human shape might try to increase his Strength to<br />

match his bear form's physical might. A wererat sorcerer who<br />

wants to use spells while in the guise of a rat might attempt to<br />

alter his form to temporarily produce humanoid hands and<br />

vocal cords.<br />

The DCs for these checks are outlined in the individual feat<br />

descriptions given below. Each of the Control Shape feats<br />

works much like the Track feat, offering a new, useful way to<br />

use the Control Shape feat.<br />

Retry (Controlled Change): Normally, on a failed check to<br />

make a controlled change a character can try again as soon as<br />

he wishes. Aside from wasting an action on an unsuccessful<br />

skill check, he usually suffers no drawbacks. A few of the feats<br />

list other penalties that a lycanthrope incurs when he fails a<br />

Control Shape check.<br />

Special: Only lycanthropes that possess the Control Shape<br />

feats given in this section may attempt skill checks to gain the<br />

feats' benefits.<br />

The Control Shape Feats<br />

These feats all require that a character have one or more ranks<br />

in Control Shape in order to use them. You can take these feats<br />

without restriction, but they are useless in most cases unless<br />

you have several ranks in that skill. Since you can use Control<br />

Shape untrained, there's always a chance that you might get<br />

lucky.<br />

Note that all of these feats are flagged with the lycanthrope tag.<br />

Only werecreatures can take them, and any class that grants<br />

access to bonus lycanthrope feats allows you to take these feats.<br />

Bestial Caster<br />

[Lycanthrope]<br />

While in your animal form, you cause subtle changes to your<br />

forelimbs and vocal cords that allow you to complete somatic<br />

and verbal spell components.<br />

Prerequisite: Arcane or divine spellcaster.<br />

Benefit: As a move-equivalent action while in animal form, you<br />

may attempt a Control Shape check (DC 20) to allow you to<br />

use spells with somatic and verbal components while in your<br />

animal form. If this check succeeds, you may use a standard<br />

action during that same round to cast a spell. You cannot use<br />

spells that require full-round actions to cast. You return to<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


normal at the start of your next action. Until then, you cannot<br />

use your natural weapons to make attacks. You count as<br />

unarmed for purposes of attacks of opportunity and other<br />

strikes you may make and inflict damage as per your<br />

humanoid form's unarmed strike.<br />

If your Control Shape check fails, you may take your standard<br />

action as normal. You cannot cast a spell but you do not suffer<br />

the drawbacks of losing the use of your natural weapons. The<br />

spell is not ruined, as you do not attempt to cast it until after<br />

your skill check resolves. You cannot use this ability to gain<br />

hands or speak, as the changes you make are subtle and tailored<br />

to allow the completion of a spell. In addition, you must have<br />

any necessary material components on hand.<br />

Bestial Hide [Lycanthrope]<br />

You partially transform into your animal or hybrid form,<br />

allowing you to temporarily gain the benefits of that form's<br />

superior natural armor class.<br />

Benefit: You may make a Control Shape check as a free action<br />

to improve your natural armor bonus while in humanoid<br />

form. The DC of this check is 15 + 1 per point of natural AC<br />

bonus you want to gain. You may gain a maximum total<br />

natural AC bonus equal to your hybrid or animal's bonus. You<br />

maintain this benefit for 10 minutes. Due to the stress this<br />

partial change places on your system, you may use this feat<br />

only once per hour.<br />

Claws of the Beast<br />

[Lycanthrope]<br />

You partially change into your hybrid form, sprouting fangs<br />

and claws that you can use to fight your enemies.<br />

Benefit: As a free action while in humanoid form, you may<br />

make a Change Shape check (DC 10) to gain the use of your<br />

hybrid form's natural attacks. You inflict damage as per your<br />

hybrid form and otherwise treat your unarmed attacks as<br />

natural weapons. When fighting with them, you count as<br />

making armed attacks. You make full-attacks with them as per<br />

your hybrid form. You can return to your normal form as a free<br />

action that does not require a Change Shape check.<br />

Feral Agility [Lycanthrope]<br />

You call upon your animal form's speed and grace, allowing<br />

you to move with inhuman agility while in humanoid form.<br />

Prerequisite: Dex 13+ while in humanoid form.<br />

Chapter Two: Lycanthrope Characters<br />

Benefit: As a free action, you may make a Control Shape check to<br />

increase your Dexterity while in humanoid form. You may increase<br />

your stat to a maximum of your animal or hybrid's modified<br />

ability. The DC of the Control Shape check equals 15 + 2 per point<br />

of Dexterity you wish to gain. This increase lasts for five minutes.<br />

You may use this feat once per hour, as the strain it places on your<br />

humanoid form is too great to use it more often.<br />

Feral Endurance<br />

[Lycanthrope]<br />

While your humanoid form is weak and frail, you can call<br />

upon your animal nature to increase its durability for short<br />

periods of time.<br />

Prerequisite: Con 13+ in humanoid form.<br />

Benefit: As a free action, you may make a Control Shape check<br />

to increase your Constitution while in humanoid form. You<br />

may increase your stat to a maximum of your animal or<br />

hybrid's modified ability. The DC of the Control Shape check<br />

equals 15 + 2 per point of Constitution you wish to gain. This<br />

increase lasts for five minutes. You may use this feat once per<br />

hour, as the strain it places on your humanoid form is too great<br />

to use it more often.<br />

Feral Rage [Lycanthrope]<br />

You channel your anger and energy into your animal nature,<br />

allowing you to more easily awaken the beast within you while<br />

you are in the midst of battle frenzy.<br />

Prerequisite: Ability to rage.<br />

Benefit: You gain a +6 bonus to all Control Shape checks you<br />

make while raging. Normally, changing forms requires too much<br />

focus to use while in a berserk fury. When you rage you blend<br />

your humanoid, hybrid, and animal natures into one, allowing<br />

you to more easily cross the boundaries between the three.<br />

Feral Strength<br />

[Lycanthrope]<br />

You tap into your animal form, gaining increased physical<br />

power while keeping your humanoid guise.<br />

Prerequisite: Str 13+ in humanoid form.<br />

Benefit: As a free action, you may make a Control Shape check to<br />

increase your Strength while in humanoid form. You may increase<br />

your stat to a maximum of your animal or hybrid's modified<br />

ability. The DC of the Control Shape check equals 15 + 2 per point<br />

of Strength you wish to gain. This increase lasts for one minute.<br />

You may use this feat once per hour, as the strain it places on your<br />

humanoid form is too great to use it more often.<br />

Material Transformation<br />

[Lycanthrope]<br />

You master not only the physical process behind your<br />

lycanthropic transformations, but also the magical forces that<br />

propel them. When you shift forms, you can incorporate items<br />

you carry into your new shapes.<br />

Prerequisite: Int 10+.<br />

Benefit: When you change forms, you can opt to incorporate<br />

items you carry, armor you wear, and weapons you wield into<br />

your new form. Rather than drop these goods or destroy armor<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 71


72<br />

you wear, you make them part of your new form. You lose all<br />

benefits of any items that you could not normally continue to<br />

use when shifting forms. When you return to a form that can<br />

utilize a piece of equipment, it appears once again on your body.<br />

In order to activate this feat, you must make a Control Shape<br />

check (DC 15) as a free action while switching forms.<br />

Remember, if you are not involved in combat or otherwise under<br />

stress you can take 10 on this and most other skill checks.<br />

Rapid Transformation<br />

[Lycanthrope]<br />

By focusing your will on controlling your form, you slip from<br />

one shape to another much faster than normal. While other<br />

werecreatures take a few seconds to go from one shape to<br />

another, your changes take place much faster.<br />

Prerequisite: Control Shape 4+ ranks.<br />

Benefit: You may make a Control Shape check to quicken the<br />

speed of your changes from one form to another. Declare that<br />

you wish to use this feat and make a Control Shape check. The<br />

outcome of your check determines how quickly you change<br />

form. If you fail to change your shape any faster than normal,<br />

you morph into your alternate form as a full-round action.<br />

Due to the strain this rapid change places on your body, you<br />

may use this feat only once per minute. Furthermore, after<br />

changing your shape using this feat, you cannot assume a<br />

different form for 10 rounds.<br />

Transformation Speed DC<br />

Move-equivalent action 25<br />

Free action 35<br />

Reduce Size [Lycanthrope]<br />

You can decrease your size by one category by exercising your<br />

control over the process of changing your shape.<br />

Prerequisite: Control Shape 4+ ranks.<br />

Chapter Two: Lycanthrope Characters<br />

Benefit: When using your alternate form ability to change<br />

shape, you can make a Control Shape check (DC 20) to reduce<br />

the size of your new form by one category. You suffer a –4<br />

penalty to Strength in this form, but otherwise gain the usual<br />

benefits and drawbacks of your new size. If you fail the<br />

Control Shape check, you can decide to transform into your<br />

form's normal size or remain in your current shape. You must<br />

spend the action to change forms in either case.<br />

Swiping Attack<br />

[Lycanthrope]<br />

You sprout temporary fangs or claws, allowing you to rake<br />

your opponent and possibly catch him off guard.<br />

Benefit: While in humanoid form, you may make an unarmed<br />

attack with a free hand or a bite. After declaring your attack, you<br />

may make a Control Shape check (DC 25) to sprout fangs or<br />

claws to deliver a savage blow against your opponent. If this<br />

check fails, you make a standard unarmed attack that provokes<br />

an attack of opportunity unless you have the Improved Unarmed<br />

Strike feat. If the Control Shape check succeeds, your attack<br />

surprises your opponent. You deal damage with your bite or<br />

claw (as appropriate) as per your hybrid form. In addition, your<br />

opponent must make a Sense Motive check (DC equal to the<br />

result of your Control Shape check) or he loses his Dexterity<br />

bonus to AC against this attack.<br />

The strain this rapid change places on your body allows you to<br />

use it only once every five rounds.<br />

Special: You may use a standard action to make this attack or<br />

you can make it as part of a normal full-attack action. In the<br />

latter case, you suffer a –5 penalty to this attack.<br />

Lycanthropes<br />

and Magic<br />

While werecreatures are generally seen as feral monsters that<br />

have little to do with learning and knowledge, they hold many<br />

magical talents that they have shepherded through the ages.<br />

Lycanthropes have developed a variety of spells that aim to aid<br />

them in their endeavors, from simple charms that make them<br />

lethal hunters to complex, powerful spells that allow them to<br />

maintain possession of their weapons and armor when<br />

changing forms.<br />

This section lists a variety of magical spells developed and used<br />

by werecreatures, along with notes and rules for how they<br />

employ magic. Since many lycanthropes spend a fair portion of<br />

their time in a non-humanoid form, they have learned to adapt<br />

traditional spellcasting methods to their unique forms.<br />

Spellcasting and Animal<br />

Forms<br />

Normally, a lycanthrope can use magic only while in<br />

humanoid or hybrid form. In both of these shapes, they have<br />

hands to manipulate material components and complete<br />

somatic ones. In addition, they can clearly and correctly speak<br />

the verbal portions of a spell. Animal form is a different story.<br />

Without hands or vocal cords capable of producing speech,<br />

lycanthropes in animal form cannot cast most spells. Most of<br />

the time, lycanthropic casters prepare or cast spells with the<br />

still spell and silent spell metamagic feats.<br />

A few of the spells designed by lycanthropes were specifically<br />

crafted for use in animal form. These spells use a new<br />

component, bestial, marked with a B in the spell descriptions.<br />

The bestial component consists of growls, motions, and other<br />

actions that an animal can complete. Anyone seeing a<br />

lycanthrope in animal form cast a bestial spell will recognize<br />

that the animal is not acting normally, and a Spellcraft check<br />

(DC 15-spell level) will reveal that the animal is actually casting<br />

a spell. Using a bestial spell requires no special training or<br />

knowledge. The work needed to add it to a caster's list<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

represents all the training he needs, just as a wizard who adds<br />

magic missile to his books or a cleric who gains raise dead is<br />

assumed to master those spells' specific components. Bestial<br />

spells never require material components.<br />

Spells that list only a bestial component can only be cast in<br />

animal form. If a spell's component list ends with /B, then the<br />

spell can be cast using either all the components listed to the<br />

left of the slash, or only the bestial component, as appropriate<br />

to the caster's form at the time of casting.<br />

Lycanthrope Spellcasters<br />

Werecreature spellcasters make effective characters because of<br />

their ability to assume animal and hybrid forms. In those<br />

shapes, their ability to use spells is limited but they gain<br />

superior Strength, Constitution, and AC. Thus, a werewolf<br />

sorcerer could use spells in humanoid form and then shift into<br />

animal shape once his foes draw near. In that guise, he could<br />

either flee using the wolf's good speed or continue to fight with<br />

his fearsome bite. In hybrid form, lycanthropes enjoy the best<br />

of both worlds. They can rain spells upon their enemies while<br />

fending off any who draw too near with their claws. One thing<br />

to keep in mind is that even in their animal and hybrid forms,<br />

lycanthropes still suffer from the spellcasting classes' poor hit<br />

points and fighting ability. Still, a lycanthrope wizard or<br />

sorcerer can defend himself in battle much more effectively<br />

than his humanoid counterpart.<br />

If you want your lycanthrope spellcaster to spend most of an<br />

encounter in animal form, you should focus on using spells<br />

that improve your fighting ability or your allies' skills. Spells<br />

such as mage armor, bull's strength, cat's grace, and similar<br />

magic all improve your abilities regardless of your form. While<br />

fighting as an animal, especially at lower levels in the<br />

werecreature classes, your AC is your biggest weakness. Since<br />

you are unable to wear armor, any magic that boosts your AC<br />

proves its worth many times over. Even at low levels, a spell<br />

such as shield can spell the difference between an easy victory<br />

and a difficult battle. A lycanthrope can spend a few rounds<br />

casting spells, especially if he has warning of the battle to come,<br />

before changing shape. This advice applies equally to both<br />

NPC and player character lycanthropes.<br />

Druids present an interesting issue to game masters who want<br />

to use lycanthropes as allies or villains. Since a druid must be<br />

at least partly neutral, most of the stock lycanthrope races can<br />

never qualify for it as presented. Werewolves, wererats, and<br />

werebears can never qualify for this class, as they are listed as<br />

always chaotic evil, lawful evil, and lawful good respectively.<br />

You can safely assume that, just like PC lycanthropes, the<br />

druids among them are exceptional individuals who buck the<br />

trend presented in the core rules.<br />

New Spells<br />

The magic spells presented here were developed by<br />

lycanthrope casters, though they are in many cases equally<br />

useful to normal humanoids. Spells usable only by<br />

lycanthrope casters are marked as such in the spell's stat block,<br />

under the school designation.<br />

Transmutation<br />

Level: Drd 2, Rgr 2<br />

Components: B<br />

Casting Time: 1 action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level<br />

Battle Spines<br />

You cause long, jagged bone spines to erupt from your body.<br />

Your natural attacks deal more damage than normal, as these<br />

razor sharp protrusions tear into your opponent. Furthermore,<br />

when grappling these spines skewer your enemies. When<br />

fighting with natural weapons, you inflict an additional 1d4<br />

points of damage per attack. On a critical hit, do not multiply<br />

this damage. Apply it only once. When grappling, you deal<br />

2d4 bonus damage if you elect to inflict damage upon your<br />

opponent with a successful grapple check or attack him with<br />

a natural weapon. As with the normal version of this bonus, do<br />

not multiply it on a critical hit or any other effect that<br />

multiplies damage.<br />

Bestial Fangs<br />

Transmutation<br />

Level: Drd 1, Rgr 1<br />

Components: V<br />

Casting Time: 1 action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 minute/level (D)<br />

You sprout long, vicious fangs and sharp, cruel claws. You<br />

count as being armed with natural weapons when fighting<br />

with these attacks, and may strike twice with your claws at<br />

your full base attack bonus and once with your bite at a –5<br />

penalty. You do not gain the benefits of extra attacks due to a<br />

high base attack bonus while fighting in this manner. Your<br />

claws gain your full Strength bonus to damage, but your bite<br />

gains only half of it. Any spells that modified your unarmed<br />

attacks, such as magic fang, apply to your newly grown claws<br />

and fangs. While under this spell's effects, you cannot use<br />

spells with verbal components or carry weapons or shields due<br />

to your natural weapons.<br />

Transmutation<br />

Level: Rgr 5, Sor/Wiz 4<br />

Components: V, S, M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Blindsight<br />

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74<br />

Target: Creature touched<br />

Duration: 1 minute/level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

This spell grants a creature incredible sensitivity to vibrations,<br />

a sharper sense of smell, acute hearing, or echolocation. He<br />

gains blindsight with a range of 60 ft. Within this range,<br />

invisibility, darkness, and most kinds of concealment are<br />

irrelevant to the spell's recipient, though it must have line of<br />

effect to a creature or object to discern that creature or object.<br />

The recipient usually does not need to make Spot or Listen<br />

checks to notice creatures within range of this spell.<br />

Material Focus: A bat's eye.<br />

Calm the Inner Beast<br />

Enchantment (Compulsion) [Mind-Affecting]<br />

Level: Brd 2, Drd 2, Rgr 2<br />

Components: V, S, F<br />

Casting Time: 1 action<br />

Range: Close (25 ft. + 5 ft./2 levels)<br />

Target: One creature<br />

Duration: 1 round/level<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

This spell severs a lycanthrope's magical ability to change<br />

shape, forcing him to adopt a form of your choice on his next<br />

action. Once in that form, the lycanthrope cannot easily<br />

change into a different shape until this spell's duration ends.<br />

Each time the lycanthrope attempts a change, he must spend a<br />

standard action as normal and make another Will save to resist<br />

this spell; if the save fails, the action is lost and the lycanthrope<br />

does not change shape. If the target does manage to change<br />

shape, he must make another Will save before his action each<br />

round or be forced to return to the shape you originally chose<br />

when casting this spell. The lycanthrope does not need to<br />

make a save if he remains in the shape you picked.<br />

Focus: A miniature whip that is snapped at the target creature.<br />

Evocation<br />

Level: Drd 1, Rgr 1<br />

Components: V/B<br />

Casting Time: 1 action<br />

Range: See spell description<br />

Target: Creature grappled<br />

Duration: 1 round/level<br />

Saving Throw: None<br />

Spell Resistance: Yes<br />

Chapter Two: Lycanthrope Characters<br />

Crushing Weight<br />

When grappling a creature that you have pinned, you may<br />

attempt to cast this spell to leave the creature rooted in place.<br />

You create a powerful force that holds the target in place and<br />

attempts to prevent it from escaping. Each time the creature<br />

attempts to break your pin or your grapple, you may make a<br />

grapple check to keep the creature trapped, even if you no are<br />

no longer grappling it. In essence, this spell allows you to leave<br />

a creature that you have grappled unattended. The force<br />

generated by the spell works to keep the creature in place. Treat<br />

the spell in all ways as if you were physically grappling the<br />

target. However, the spell may not be used to damage the target<br />

or do anything other than maintin an existing grapple or pin.<br />

This spell ends as soon as the affected creature breaks the pin<br />

and subsequently defeats you (or, more accurately, the spell) in<br />

a grapple check to escape.<br />

Dire Form<br />

Transmutation<br />

Level: Drd 3<br />

Components: B<br />

Casting Time: 1 action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

You grow larger and more powerful, taking on a form similar<br />

to the dire version of the animal whose form you currently<br />

mimic. You gain the following benefits from this spell: Your<br />

size increases by one increment, changing your size modifier<br />

to attacks and AC while granting you a +5 ft. bonus to reach.<br />

In addition, you gain a +4 enhancement bonus to Strength.<br />

Feral Alacrity<br />

Transmutation [Lycanthrope Only]<br />

Level: Drd 2, Rgr 3<br />

Components: V, S/B<br />

Casting Time: 1 action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 minute/level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

You tap into your inner animal nature and leave yourself<br />

suspended on the edge of all three of your forms. When you<br />

use your alternate form ability, you change shape in the blink<br />

of an eye. Once per round, you may change your shape as a<br />

free action. Otherwise, use the rules for changing shapes as<br />

normal. You can change shape more than once in a round if<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


you use this spell to shift your form as a free action, then use<br />

a standard action to change shape again. You cannot gain the<br />

benefits of more than one of these spells at the same time.<br />

Casting it a second time has no special effect.<br />

Hail of Fangs<br />

Conjuration (Creation) [Lycanthrope Only]<br />

Level: Sor/Wiz 3<br />

Components: V, S, M<br />

Casting Time: 1 action<br />

Range: 30 ft.-cone<br />

Target: All creatures within a 30-ft. cone<br />

Duration: Instantaneous<br />

Saving Throw: Reflex half<br />

Spell Resistance: Yes<br />

Chapter Two: Lycanthrope Characters<br />

You unleash a vicious breath weapon that takes the form of a<br />

driving storm of razor sharp fangs. These teeth cut into your<br />

foes, slicing their flesh and tearing them to pieces. Creatures<br />

within this spell's area of effect suffer 1d6 damage per two<br />

caster levels, with a maximum of 10d6 damage. In addition,<br />

creatures that take damage from this spell must make saves to<br />

avoid suffering the effects lycanthropy or any other diseases or<br />

poisons that your bite attack can deliver. Use the normal save<br />

DCs and effects listed for any such diseases or poisons.<br />

Material Component: An incisor taken from a rat, wolf, or<br />

other mammalian predator or vermin.<br />

Howl of the Beast<br />

Enchantment (Compulsion) [Lycanthrope Only, Mind-<br />

Affecting]<br />

Level: Brd 3, Sor/Wiz 3<br />

Components: V/B<br />

Casting Time: 1 action<br />

Range: 50 ft.<br />

Area: All enemies within 50-ft.-radius burst centered on you<br />

Duration: 1 round/level<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

You unleash a horrible, keening wail that scythes through your<br />

opponents' souls and leaves them unable to effectively defend<br />

themselves. Enemies who fail their Will saves are unable to<br />

approach you and are considered shaken. They suffer a –2<br />

morale penalty to attacks, checks, and saves. While your foes<br />

cannot move any closer to you, they are free to attack you with<br />

spells and ranged weapons. Any opponents who are in your<br />

threatened area when you cast this spell must move out of this<br />

area on their next actions. If you move so that a foe is within<br />

your threatened area, that opponent is allowed another Will<br />

save. If he succeeds, he may remain in that area on his next<br />

action. Regardless of this save's result, he remains shaken.<br />

Enemies who succeeded in their initial save against this spell<br />

do not need to make additional saves when you threaten them.<br />

Hunter's Ears<br />

Transmutation<br />

Level: Drd 2, Rgr 1<br />

Components: V, S, M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 1 hour/level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

This spell sharpens and clarifies a creature's hearing, making it<br />

able to pick up the slightest sound. It grants a +5 competence<br />

bonus on all Listen checks.<br />

Material Component: A small piece of wax.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 75


76<br />

Transmutation<br />

Level: Drd 2, Rgr 1<br />

Components: V, S, M<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 1 hour/level<br />

Hunter's Eyes<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

This simple but useful spell grants a creature clearer vision and<br />

the ability to pick out details at a greater distance. It bestows a<br />

+5 competence bonus to all Spot checks for its duration.<br />

Material Component: A small scrap of cloth.<br />

Longfang's Shifting Shield<br />

Abjuration<br />

Level: Sor/Wiz 2<br />

Components: V, S, M<br />

Casting Time: 1 action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 minute/level<br />

Using your magic, you alter the magical protections that ward<br />

you against physical blows delivered by weapons crafted from<br />

certain materials. If you have damage reduction from any<br />

source, such as a spell or an inherent supernatural ability, you<br />

may alter its weakness to a different material or aura for the<br />

duration of this spell. You may change it to one of the following<br />

qualities: adamantine, chaotic, cold iron, evil, good, lawful,<br />

magic, or silver. The amount of damage your DR prevents does<br />

not change, only the type of attacks it remains vulnerable to.<br />

You may not alter your vulnerability again until this spell<br />

expires. If you have more than one form of DR, this spell<br />

replaces them with a single DR rating with a numerical rating<br />

equal to your highest single DR, and vulnerability to the single<br />

attack type of your choice as listed above.<br />

Longfang's Mystic Pockets<br />

Conjuration (Summoning)<br />

Level: Sor/Wiz 2<br />

Components: V, S, M<br />

Casting Time: 1 minute<br />

Range: Personal<br />

Target: You<br />

Duration: 1 hour/level (D)<br />

Chapter Two: Lycanthrope Characters<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

You create a shifting pocket of dimensional space around your<br />

body. When you change shape, such as with a lycanthrope's<br />

alternate form ability or via a spell or magic item, any<br />

equipment you carry that would not transform with you shifts<br />

into the space created by the spell. You can opt to retain any of<br />

your equipment in your possession, and it suffers the effects of<br />

the transformation as normal. For example, a werebear under<br />

the effects of this spell changes into its animal form. Her<br />

armor, weapons, and other gear disappear as she changes. She<br />

could opt to prevent her armor from slipping into the<br />

dimensional space, but if she grew larger due to the change it<br />

would be ruined.<br />

When you change back to the form that originally had this<br />

equipment, it automatically appears on you as you originally<br />

carried it. When this spell's duration expires (or if an<br />

opponent dispels it) your gear clatters to the ground at your<br />

feet as the space you created collapses and returns it to the<br />

material world.<br />

Material Component: A small scrap of cloth folded over into a<br />

pocket or small bag.<br />

Magic Fang, Supreme<br />

Transmutation<br />

Level: Drd 5, Rgr 5<br />

Components: V, S<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 1 minute/level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

This spell functions as per greater magic fang, save that in<br />

addition to the +1 enhancement bonus per four caster levels,<br />

you may bestow weapon traits such as flaming or chaotic onto<br />

a natural attack. You gain a +1 bonus per four caster levels to<br />

spend on these abilities. For example, a 16th-level caster<br />

would bestow a +4 enhancement bonus to a natural attack<br />

along with +4 worth of magic weapon traits.<br />

Transmutation<br />

Level: Drd 3<br />

Components: B<br />

Casting Time: 1 action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level<br />

Monstrous Fangs<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Your fangs and claws grow unnaturally long. They scythe<br />

through your opponents with ease, leaving them torn to<br />

pieces. Your natural attacks deal extra damage, as detailed in<br />

the monstrous fangs table. If you change from animal form to<br />

hybrid or humanoid form for whatever reason, this spell<br />

immediately ends.<br />

Base Damage Monstrous Fangs<br />

1d3 1d4<br />

1d4 1d6<br />

1d6 1d8<br />

1d8 2d6<br />

2d6 2d8<br />

2d8 2d12<br />

Moon Bridge<br />

Conjuration (Creation)<br />

Level: Drd 2, Sor/Wiz 2<br />

Components: V, S, M<br />

Casting Time: 1 round<br />

Range: Medium (100 ft. + 10 ft./level)<br />

Effects: An archway 10-ft. wide and 5 ft. long/caster level<br />

Duration: 1 round/level<br />

You conjure up coherent moonlight to form an arch that is a<br />

total of 5 ft. long per caster level and 10 ft. wide. This bridge<br />

shimmers and glows under direct moonlight but is otherwise<br />

invisible. You must place the arch so that one end touches the<br />

ground within range and the other end is anchored on a solid<br />

object. You can form the arch so that it has a gentle slope or a<br />

sharp, sheer face as long as both ends touch solid objects. If<br />

you try to form a bridge that lacks anchors on both ends, the<br />

spell fails. The arch can support any amount of weight, but<br />

any creature that forcibly tries to move through the arch itself<br />

can push through it by spending an additional 5-ft. (1 square)<br />

of movement. The archway does not block attacks or spells<br />

and cannot be targeted with them, nor does it block line of<br />

sight or line of effect. Missiles, spells, and other effects pass<br />

through the bridge's ephemeral material.<br />

Moon Veil<br />

Illusion (Shadow)<br />

Level: Brd 1, Sor/Wiz 1<br />

Components: V, S, M<br />

Casting Time: 1 action<br />

Range: Close (25 ft. + 5 ft./2 levels)<br />

Target: One creature<br />

Duration: 2 rounds +1 round/2 levels<br />

Saving Throw: Will negates<br />

Spell Resistance: Yes<br />

Chapter Two: Lycanthrope Characters<br />

You create a shimmering, swirling globe of dull light and<br />

darkness that wraps around a creature's eyes. If the target relies<br />

on normal sight or darkvision, or otherwise needs its eyes to<br />

perceive targets, it suffers a 20% miss chance due to<br />

concealment on all melee and ranged attacks. The target can<br />

attack any opponent as normal, but the spell disrupts its<br />

vision. It sees the world as if under the effects of a strobe light.<br />

Images flash and darken before its eyes. Creatures with<br />

blindsight and similar abilities ignore this spell's effects, as<br />

they rely on other senses to perceive their foes.<br />

Mule's Toughness<br />

Transmutation<br />

Level: Drd 1, Rgr 1<br />

Components: V, S<br />

Casting Time: 1 round<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 1 day<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

You grant this spell's target supernatural resilience and<br />

toughness. For the spell's duration, the target gains the<br />

benefits of the Endurance feat.<br />

Mystic Fang<br />

Transmutation<br />

Level: Drd 2, Rgr 2<br />

Components: V, S/B<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 1 minute/level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

You grant a single natural attack of your choice, such as a slam,<br />

claw, or bite, a characteristic that allows it to defeat a creature's<br />

damage reduction. Possible traits include silver, adamantine,<br />

and cold iron. You can grant a natural attack an alignment<br />

trait, but the target of this ability must have an alignment that<br />

matches the descriptor you wish to grant to the attack. For<br />

example, a neutral animal's attacks could not be given a good<br />

or evil aura. You can instead opt to grant the attack a<br />

descriptor such as fire or cold. The affected attack delivers<br />

damage of the chosen type. When you cast this spell, you must<br />

choose one material, alignment, or energy type to bestow. You<br />

do not grant the target one of each.<br />

A creature may be affected by this spell more than once, as<br />

long as each casting bestows a different quality.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 77


78<br />

Evocation [Force]<br />

Level: Sor/Wiz 2<br />

Components: V, S<br />

Casting Time: 1 action<br />

Overpowering Force<br />

Range: Medium (100 ft. + 10 ft./level)<br />

Target: One creature<br />

Duration: 1 round/level<br />

Saving Throw: None<br />

Spell Resistance: No<br />

You create a writhing bundle of force similar to a tentacle and<br />

send it hurtling towards an opponent. Each round, this spell<br />

attempts to grapple its target using your base attack bonus and<br />

Strength. Its initial touch attack does not draw an attack of<br />

opportunity. Once it grapples an opponent, it attempts to pin<br />

him. After pinning an opponent, it deals unarmed damage as<br />

appropriate to your unarmed attack. The spell continues to<br />

make grapple checks until it is dispelled or its duration<br />

expires. Regardless of your size, the force created by this spell<br />

counts as a Medium creature.<br />

Plague Touch<br />

Transmutation<br />

Level: Clr 1, Drd 1, Rgr 1, Sor/Wiz 1<br />

Components: V, S<br />

Casting Time: 1 action<br />

Range: Personal<br />

Target: You<br />

Duration: 1 round/level<br />

A favorite incantation of wererats and other creatures that have<br />

the inherent ability to spread disease, this insidious spell makes<br />

all diseases that you carry much more difficult to resist. Any<br />

diseases you can spread to others have the DC required to resist<br />

them increased by 4. This bonus applies to mundane and<br />

magical diseases, including mummy rot and lycanthropy.<br />

Toppling Weight<br />

Alteration<br />

Level: Drd 1, Rgr 1, Sor/Wiz 1<br />

Components: V, S, F<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 1 round/level<br />

Saving Throw: Will negates (harmless)<br />

Chapter Two: Lycanthrope Characters<br />

Spell Resistance: Yes (harmless)<br />

You confer a mystic force upon this spell's target that increases<br />

his weight and power so that he can send opponents tumbling<br />

to the ground. When the creature attempts to trip a foe, he<br />

gains a +5 enhancement bonus to Strength checks. His<br />

increased weight and sturdiness allows him to pull down an<br />

opponent with greater ease.<br />

Ward the Inner Beast<br />

Enchantment (Compulsion) [Mind-Affecting]<br />

Level: Brd 1, Drd 0, Rgr 1, Sor/Wiz 1<br />

Components: V, S<br />

Casting Time: 1 action<br />

Range: Close (25 ft. + 5 ft./2 levels)<br />

Target: One creature<br />

Duration: 1 day/level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

Valued by those who fight werecreatures or must treat their<br />

victims, this spell delays the onset of lycanthropy and helps<br />

creatures fight off its effects. A creature under its effects does<br />

not need to make Control Shape checks to avoid changing into<br />

animal form;he is considered to automatically succeeding at<br />

such checks. If forced to make a Fortitude save to resist<br />

lycanthropic infection or if he must make any save to throw off<br />

the infection, such as after consuming belladonna, the target<br />

gains a +5 circumstance bonus to his save.<br />

Woodsman's Charm<br />

Transmutation<br />

Level: Clr 2, Drd 2, Rgr 1, Sor/Wiz 2<br />

Components: V, S<br />

Casting Time: 1 action<br />

Range: Touch<br />

Target: Creature touched<br />

Duration: 1 hour/level<br />

Saving Throw: Will negates (harmless)<br />

Spell Resistance: Yes (harmless)<br />

This spell confers a basic knowledge of wilderness survival,<br />

allowing its recipient to manage in a forest, desert, or similar<br />

environment with the skill and experience of a competent<br />

ranger. The target counts Survival as a trained skill and gains a<br />

+4 competence bonus when using it. In addition, he gains the<br />

benefits of the Track feat.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

Lycanthrope<br />

Magic Items<br />

While many werecreatures live in the wilderness and pay little<br />

mind to crafting fine goods, an equal number dwell in the<br />

cities of men or form their own small settlements. While<br />

werewolves and feral wererats sometimes function at near<br />

Stone Age levels of technology, werebears, weretigers, and<br />

many other creatures make extensive use of weapons, armor,<br />

wondrous magic items, and other gear. Some werebeasts work<br />

as artisans and craftsmen among other races, while others form<br />

small settlements and keeps of their own. Werebear lodges<br />

organize themselves into small forts built into the wilderness.<br />

While they respect the wilds, they also see the value in trading<br />

for metal ores and forging tools, armor, and weapons.<br />

By the same token, lycanthrope spellcasters craft magic items<br />

to aid their allies and protect themselves from their enemies.<br />

While werecreatures rarely produce potent magical items, the<br />

treasures they do produce are noted for the durability and<br />

utility. Many of them draw from the lycanthropes' culture or<br />

tactics. The few wereboars capable of crafting enchanted items<br />

usually prefer ones that create simple but physically powerful<br />

effects. Wererats employ wondrous items that improve their<br />

stealth, while werewolves seek to build items that make them<br />

even more fearsome and terrifying than normal.<br />

The new magical items presented in this section represent the<br />

treasures normally produced by lycanthrope spellcasters.<br />

While these items may have once been the sole province of the<br />

werecreatures, they long ago filtered into the general study and<br />

application of magical theory. Many races, from elves and<br />

dwarves to orcs and goblins, now craft these items and ones<br />

similar to them for their own uses.<br />

Using Magic Items<br />

Lycanthrope NPCs and characters face a unique challenge<br />

when it comes to enchanted items. Since these characters can<br />

change shape, they must take care to avoid items that might be<br />

destroyed when they shift from humanoid to animal or hybrid<br />

form. This section addresses this rules issue. It presents the<br />

basic types of items, such as cloaks and rings, and gives you<br />

guidelines for handling those types of gear for lycanthropes.<br />

For example, a necklace might strain and snap when a<br />

werebear shifts from humanoid to bear form, but a ring could<br />

re-size itself to fit its master's larger shape. Most of the time,<br />

items are designed for use by humanoid characters. Shifting<br />

from humanoid to hybrid form has no effect on how a magic<br />

item works, but changing into animal shape can destroy items<br />

or render them useless.<br />

Weapons: In most cases, a lycanthrope can carry weapons in<br />

both its humanoid and hybrid form. When it changes into its<br />

animal shape, it simply drops the weapon in its current space.<br />

If the lycanthrope's size category changes between its<br />

humanoid and hybrid forms, remember to apply the penalty<br />

for wielding a weapon of the incorrect size.<br />

Armor: Armor is troublesome for most lycanthropes to wear,<br />

as when they change shape it can be twisted and torn into a<br />

useless pile of wreckage. If a lycanthrope grows larger then any<br />

armor and clothes he wore when he made his transformation<br />

are destroyed unless he spends a full-round action that draws<br />

an attack of opportunity to loosen his armor's straps and<br />

buckles. This option applies only to light armor. Medium and<br />

heavy armor must be completely removed before a<br />

lycanthrope increases his size. Otherwise, it is destroyed. If a<br />

lycanthrope's size decreases, he must spend a move-equivalent<br />

action to throw off the armor as it sags around his diminished<br />

form. If the lycanthrope's size stays the same, he can keep the<br />

armor on if he changes into his hybrid form, or allow it to fall<br />

off without any ill effects if he shifts to his animal shape.<br />

Headbands, Hats, Helms, and Phylacteries: In most<br />

cases, animals lack the proper size and shape to effectively<br />

employ these magic items. Hats fall off, headbands slip from a<br />

creature's head, and helmets clatters to the ground.<br />

Phylacteries fall to the ground in the same manner as a<br />

headband. As the character changes form, the strap holding it<br />

in place loses its grip.<br />

Eye Lenses and Goggles: Much like headgear, these items<br />

are poorly adapted for use by animals. As a lycanthrope's head<br />

shifts and changes into its animal forms, both of these items<br />

fall to the ground in its space. An animal's facial structure<br />

cannot accommodate these items, but neither are they<br />

destroyed as the lycanthrope assumes its new form.<br />

Amulets, Medallions, Necklaces, and Periapts: These<br />

items must be fastened around a user's neck. When a<br />

lycanthrope changes into animal form, these items remain in<br />

place as long as his size remains the same. These items<br />

magically resize themselves to suit his new form, but they<br />

cannot change quickly enough for a creature that increases in<br />

size. Note that some items, such as a necklace of fireballs,<br />

require a character to physically interact with them in order to<br />

activate them. Some animal forms might be unable to use an<br />

item, depending on how it functions. The necklace of fireballs<br />

requires a character to throw its spheres, an action that a bear<br />

or wolf is unable to complete. As a rule of thumb, if an item<br />

specifically mentions a specific, physical action its user must<br />

complete to use it an animal cannot normally employ it.<br />

Brooches and Scarabs: These items are either pins or are<br />

used to clasp a cloak in place. These items are useless to a<br />

lycanthrope in animal form unless the articles of clothing they<br />

are attached to remain in place in that shape.<br />

Vests, Vestments, Shirts, and Robes: These items cannot<br />

remain in place when a character assumes his animal form.<br />

They fall to the ground in the space he currently occupies. If<br />

the character assumes a smaller form, he must use a moveequivalent<br />

action to escape this gear as it falls on him. If he<br />

grows larger, the item must make a saving throw against DC 15<br />

or be destroyed. These items either fall from his body as he<br />

changes or are ripped to shreds and ruined.<br />

Belts: Belts never remain on a lycanthrope in animal form.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 79


80<br />

Chapter Two: Lycanthrope Characters<br />

Luckily, they are easy to unlatch. A werecreature need only<br />

undo the buckle as a free action while he transforms. A belt<br />

simply falls to the ground in the lycanthrope's square. If the<br />

lycanthrope cannot unbuckle the belt or chooses not to, it is<br />

automatically destroyed if he shifts into a larger form while<br />

wearing one.<br />

Cloaks, Capes, and Mantles: As with most articles of<br />

clothing, these items cannot remain in place when a<br />

lycanthrope changes into his animal form. Luckily, they are<br />

relatively light and do not constrain a creature's movement if<br />

it assumes a smaller shape. If the creature grows larger, the<br />

cloak, cape, or mantle's clasp pops open and the garment falls<br />

to the ground.<br />

Bracers and Bracelets: These items can resize themselves to<br />

accommodate a user's size, making them useful to a<br />

lycanthrope regardless of his form as long as he does not<br />

increase in size category. In that case, the bracer or bracelet<br />

cannot change its size quickly enough. They must make saving<br />

throws (DC 15) or be ruined. Otherwise when changing into<br />

an animal, a werecreature's bracelets remain in place on his<br />

forelimbs. He continues to gain the benefits they offer, though<br />

he may not be able to fully use them if they require physical<br />

manipulations that he cannot complete in animal form.<br />

Gloves and Gauntlets: As animals lack hands, these items<br />

always fall to the ground undamaged when a lycanthrope<br />

assumes its animal shape. As his fingers and hands transform<br />

into paws, a pair of gloves or gauntlets slips from his body.<br />

Even if the lycanthrope's size increases, these items will not<br />

remain in place long enough to suffer any damage.<br />

Rings: As with many magical items, rings resize themselves to<br />

suit a creature's size. However, unless a lycanthrope's animal<br />

form has recognizable fingers, any rings he wears clatter to the<br />

ground. As a lycanthrope's fingers shorten and compact into<br />

paws, the rings he wears fall from his body whether he grows<br />

larger, smaller, or remains the same size.<br />

Boots and Shoes: In much the same manner that gloves,<br />

rings, and other articles of clothing fall off of a lycanthrope, so<br />

too do any shoes he currently wears slide from his paws as he<br />

transforms into his animal form. Boots are a slightly different<br />

story, as they are large enough to remain in place as a<br />

lycanthrope transforms. In that case, the boots must make a<br />

saving throw (DC 10) or be ripped and destroyed. Otherwise,<br />

they fall off without any ill effect.<br />

Other Items: For most other items, consider whether they<br />

would change shape to accommodate characters of different<br />

sizes. If the answer is yes, then the item should alter its form<br />

as a lycanthrope changes shape. In addition, most items<br />

cannot remain in place on an animal unless they are securely<br />

attached to a character. In most cases, an item would fall off<br />

of a humanoid as he transformed into a beast. The easiest<br />

way to think of this is to consider whether an item would<br />

remain on an animal if it ran, jumped, and otherwise<br />

attempted to go through the full range of motions and<br />

actions it would undertake in combat or similar trying<br />

circumstances. While a hat or cloak might stay on a wolf that<br />

moved slowly and carefully, such an item would quickly fall<br />

off if it broke into a trot or run.<br />

Try to avoid arbitrarily deciding that an item would break due<br />

to a transformation, especially when dealing with PC<br />

lycanthropes. It isn't much fun for a hard-earned, expensive<br />

item to break when a character simply tries to use his class or<br />

race abilities. On the other hand, there are a few cases where<br />

this heavy-handed judgment makes sense. If you warn a player<br />

well ahead of time that his character might lose an item, then<br />

it is up to him to make sure his PC takes care of it. Armor in<br />

particular falls into this category, as one of the drawbacks of<br />

being a lycanthrope is that many useful magic items prove<br />

worthless in animal form. By the same token, don't go too easy<br />

on the players. A werebear that can wear full plate in animal<br />

form has a major advantage over the other characters. Avoid<br />

violating the guidelines given above, as the restrictions they<br />

place on items help keep werecreatures in line with the other<br />

PC races and classes.<br />

Magic Item Qualities<br />

Magic item qualities are minor effects or abilities that can be<br />

added to any enchanted equipment other than potions. They<br />

represent common wards, enhancements, and abilities that are<br />

useful across a wide range of equipment. Adding a quality to<br />

an item increases its cost by the listed amount. A creator must<br />

meet both the base item's listed requirements and those given<br />

for the quality. You can add a quality to an existing item. Treat<br />

the quality as a wondrous item with a price equal to its cost<br />

modifier to determine the cost of materials needed to add it<br />

and the time necessary to complete it. A magic item<br />

undergoing such modifications cannot be used during the time<br />

needed to add the quality to it.<br />

Morphing: Many creatures, most notably lycanthropes, have<br />

the ability to assume a variety of forms. While some types of<br />

transformation include a creature's equipment and other<br />

possessions, many do not. For lycanthropes, many valued<br />

items are useless and impossible to carry while they are in<br />

their animal forms. The morphing ability was created to<br />

combat this problem. A magical item with this quality changes<br />

when its user alters his form. It becomes part of his body<br />

remains in his possession until he changes his shape again or<br />

he dies. While a magical item is part of a creature's form, it<br />

loses all its properties and cannot be directly attacked or<br />

affected by any means.<br />

Strong transmutation; CL 15th; Craft Wondrous Item,<br />

polymorph any object, secret chest; Price 2,000 gp; Weight.<br />

Weapons and Armor<br />

Many of the unique armors and weapons produced and used<br />

by lycanthropes feature natural materials taken from fallen<br />

enemies. Werewolves in particular are known for their savage<br />

ingenuity in producing enchanted items from skulls, bones,<br />

skins, and fur.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

Hunter's Arrow: At first glance, this arrow appears to be<br />

little more than a simple, primitive item. Hand-carved from a<br />

wooden branch and tipped with a wolf's tooth, it lacks<br />

fletching and seems unable to fly straight. However, when<br />

used in battle its true abilities become apparent. Werewolf<br />

hunters produce these items to slow down enemies,<br />

particularly those on horseback, so that the pack can run<br />

them down and slay them. A hunter's arrow operates as a +1<br />

arrow, except that in addition to taking normal damage, a<br />

target must make a Fortitude save (DC 14) or suffer a –10 ft.<br />

circumstance penalty to all movement modes. A creature's<br />

speed cannot be reduced to less than 5 ft. for any type of<br />

movement due to this effect.<br />

Faint transmutation; CL 5th; Craft Magic Arms and Armor,<br />

slow; Price 300 gp; Weight 1 lb.<br />

Rat Swarm Bullet: This leaden sling bullet is carved with<br />

mystic symbols and a simple, angular picture of a clawed,<br />

fanged rat. When grasped, the bullet seems to move ever so<br />

slightly, and if closely observed it occasionally shudders and<br />

squeaks as if a small rat is trapped within it. When fired from<br />

a sling, the bullet's true magic becomes apparent. If it strikes<br />

an opponent, it deals normal damage and explodes into a<br />

shower of squealing, vicious rats. Treat these rats as a swarm<br />

that has already entered the target's square in order to attack<br />

him. In addition to damage from the bullet, the swarm<br />

immediately attacks its target and continues to do so until it is<br />

slain or the target falls. Once the target is defeated, the swarm<br />

disperses. A rat swarm bullet counts as a +3 weapon.<br />

Moderate conjuration; CL 9th; Craft Magic Arms and Armor,<br />

summon monster V; Price 500 gp; Weight 1 lb.<br />

Ripper Blades: This set of matched daggers is decorated with<br />

a tiger motif. A prowling feline is inscribed along the length of<br />

each blade, while the pommels are set with gleaming gems.<br />

Individually, these daggers count as +1 weapons. However,<br />

when used together, the ripper blades function with their true<br />

magical potential. A character who fights with a ripper blade<br />

in each hand gains the ability to deal additional damage if he<br />

hits the same target with both daggers as part of a full attack<br />

action. Once the second dagger hits, the user may immediately<br />

rend his target for 2d4 damage plus double the damage bonus<br />

he gains with the dagger in his primary hand. As the two<br />

daggers sink into their target, their wielder can tear into the<br />

target's flesh, ripping through bone, muscle, and sinew.<br />

Faint transmutation; CL 5th; Craft Magic Arms and Armor,<br />

haste, keen edge; Price 12,000 gp; Weight 2 lbs.<br />

Shot-Put of the Boar: While wereboars rarely master even<br />

the simplest forms of arcane magic, some among them become<br />

clerics and druids dedicated to their gods. With their divine<br />

spells, they craft simple, robust magical items that even the<br />

brutish wereboars can master. The shot-put of the boar is<br />

perhaps the most common of the weapons they create. Little<br />

more than a crudely forged, vaguely spherical lump of metal,<br />

only the sigils and runes carved on the shot-put betray its<br />

magical nature. When thrown, the shot-put slams into its<br />

target with a ferocious impact, inflicting 2d8 damage and<br />

forcing the target to make a Strength check (DC 15) or be<br />

knocked prone. The shot-put has a +1 enhancement bonus to<br />

attacks and damage. It counts as a two-handed, thrown<br />

weapon with a 10 ft. range increment. Only characters with a<br />

Strength of 13 or higher can wield this item. The shot-put is<br />

useless in melee. It can be picked up and reused after being<br />

thrown.<br />

Moderate transmutation; CL 6th; Craft Magic Arms and<br />

Armor, bull's strength; Price 8,300 gp; Weight 8 lbs.<br />

Spiked Gauntlets of Ursine Might: These brutal, black iron<br />

gauntlets are studded with sharp spikes and decorated with a<br />

thick fringe of bear fur. The palms and the undersides of the<br />

fingers are crafted from cured bear hide. A favored weapon of<br />

brawlers and wrestlers, the spiked gauntlets of ursine might<br />

transform even the meekest warrior into a ferocious closequarters<br />

combatant. When worn, the gauntlets function as +2<br />

magic weapons. The wearer inflicts damage with the gauntlets<br />

rather than his normal unarmed strike when he opts to injure<br />

an opponent while grappling. If he hits an opponent in melee<br />

with the gauntlets, he gains the benefits of the improved grab<br />

special ability. He may opt to initiate a grapple as a free action<br />

that does not provoke an attack of opportunity. Otherwise, the<br />

rules listed for improved grab apply to him as normal.<br />

Moderate transmutation; CL 6th; Craft Magic Arms and<br />

Armor, bull's strength; Price 32,305 gp; Weight 2 lb.<br />

Wolf Spear: This longspear features an oaken shaft and a<br />

long, barbed head crafted from black iron. The snarling head<br />

of a wolf, crafted from the same blackened iron as the head,<br />

decorates the spear's butt. This weapon counts as a +1<br />

longspear that can be thrown with a range increment of 20 ft.<br />

It can be used as a bludgeoning weapon that deals the<br />

longspear's normal damage by bashing opponents with the<br />

iron wolf head. Once per day, the spear can be thrown with a<br />

range increment of 100 ft. If this attack successfully hits, it<br />

deals double damage (quadruple on a confirmed critical) due<br />

to its tremendous speed and power as it surges through the air.<br />

When used in this manner, the spear unleashing a loud,<br />

piercing wolf's howl.<br />

Moderate transmutation; CL 6th; Craft Magic Arms and<br />

Armor, fly; Price 8,305 gp; Weight 2 lb.<br />

Wondrous Magic Items<br />

Many of the items crafted and used by werecreatures are useful<br />

to them in all three of their forms. Collars, implanted fangs,<br />

and ioun stones represent some of the more common items<br />

they favor.<br />

Amulet of Inner Tranquility: Valued by woodsmen,<br />

adventurers, and others who must sometimes confront<br />

lycanthropes, the amulet allows a victim of lycanthropy to<br />

resist the infection's symptoms long enough to find a<br />

spellcaster skilled in curing the disease. The amulet consists of<br />

a silver chain that holds a smooth, polished obsidian sphere.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 81


82<br />

Chapter Two: Lycanthrope Characters<br />

The sphere represents the night of the new moon, while the<br />

silver links symbolize the weapons commonly used to slay<br />

werecreatures. While worn, the amulet grants its user a +10<br />

enhancement bonus on saves against contracting lycanthropy.<br />

If the wearer becomes infected, the amulet allows him to better<br />

resist the primal urge to assume animal form. He gains a +15<br />

competence bonus on all Control Shape checks. Even if he<br />

fails one or more checks, his alignment never permanently<br />

changes to match the lycanthrope's ethos. However, he still<br />

behaves as per the creature's alignment while in animal form.<br />

If the amulet's wearer ever willingly changes shape, he loses all<br />

the benefits it offers.<br />

Faint conjuration; CL 5th; Craft Wondrous Item, calm<br />

emotions, remove disease; Price 1,000 gp; Weight –.<br />

Boar Tusk Mask: This magic item shows obvious signs of<br />

poor workmanship. Carved from wood, it depicts a snarling<br />

boar face though its details are poorly rendered. The eyes are<br />

poorly aligned, one or both of the wooden tusks that protrude<br />

from it are broken, and the paint used to decorate it is<br />

splattered and smeared. To a collector or dealer in art objects,<br />

it would fetch no more than a few coppers. However, when<br />

worn in battle this item's true properties become apparent. If<br />

a character charges while wearing the boar tusk mask, it<br />

generates a field of magical force in front of him that allows<br />

him to batter through his enemies. The wearer gains the<br />

Improved Bull Rush feat. When he charges an opponent, his<br />

foe must make a Strength check (DC 10) or be knocked prone<br />

whether the mask's user made an attack or bull rush with the<br />

charge. Resolve this check after the user makes his charge<br />

attack. The target gains a +4 circumstance bonus to its<br />

Strength check for each size category it is larger than the<br />

attacker. Four-legged creatures and those that are<br />

exceptionally well-balanced gain an additional +4<br />

circumstance bonus to this check.<br />

Faint transmutation; CL 5th; Craft Wondrous Item, bull's<br />

strength, hold person; Price 2,500 gp; Weight 1 lb.<br />

Wolf Skull: This ancient, yellowed skull is crafted so that a<br />

creature can wear it like a mask. A strap made from sinew and<br />

tendons holds it in place, while bone fragments have been<br />

removed from its base and rear to allow it fit on the head of a<br />

Medium or Small humanoid. When worn, the skull bestows<br />

the ability to transform into a wolf/humanoid hybrid or a wolf<br />

as per a werewolf. The creature using this object transform as<br />

per all the rules for a lycanthrope changing shape. Most of the<br />

items he wears fall to the ground or break as his shape alters,<br />

while he gains physical power and stamina. Apply the<br />

werewolf template from the core rules as normal, though the<br />

user does not gain the ability to spread lycanthropy to his<br />

opponents. Otherwise, treat him as a full-blooded<br />

lycanthrope. He does not need to make Control Shape checks,<br />

and his alignment remains unchanged.<br />

Moderate transmutation; CL 13th; Craft Wondrous Item,<br />

polymorph; Price 25,000 gp; Weight 2 lbs.<br />

Lycanthrope Artifacts<br />

Many of the mighty artifacts employed by lycanthropes were<br />

granted to them by the gods, diabolic or angelic allies, and<br />

similar planar sources. Few lycanthropes spellcasters achieve<br />

the skill and talent needed to produce such potent items.<br />

The Blood Cauldron: This feared artifact was once used by<br />

the Wolf King, a legendary chieftain of the northern<br />

werewolves, to spread terror and death across the land.<br />

Crafted from iron ore in the depths of Hell, the blood<br />

cauldron is 6 feet wide, deep black, and covered with<br />

indecipherable runes and the leering faces of devils, twisted<br />

humanoids, and howling wolves. A dozen good-aligned<br />

Medium humanoids must be freshly killed and their bodies<br />

carefully drained of blood in order to fill the cauldron to its<br />

capacity. Once it is filled, this item can confer its benefits<br />

upon up to 50 Medium creatures before it must be refilled.<br />

When filled with blood and set above a roaring fire, the<br />

cauldron's magic activates. Any living creature that steps into<br />

the boiling blood and bathes within it gains supernatural<br />

immunity to most physical attacks. It gains DR<br />

20/adamantine and SR 20 for two weeks, and its skin or fur<br />

acquires a bright red color. Anyone using this item<br />

automatically suffers an alignment shift to evil, though their<br />

alignment with respect to law and chaos remains unchanged.<br />

While the Wolf King was eventually defeated, the cauldron's<br />

location remains a mystery. According to legend, the trickster<br />

wererat Locrith the Swift slipped into the werewolves' lair and<br />

replaced the humanoid blood in the cauldron with blood<br />

taken from animals. The Wolf King and his guards bathed<br />

within it before a major battle, only to die in a hail of silvered<br />

arrows as they confidently marched before a massed regiment<br />

of longbowmen. If the portents and readings offered by<br />

mystics are correct, the wererats swore vengeance against the<br />

Wolf King for his attacks on cities they had carefully nurtured<br />

as comfortable, secure lairs. The cauldron undoubtedly now<br />

lies in the paws of the rat folk, though what they plan to do<br />

with it none can say. Aside from the occasional report of<br />

cloaked thieves who prove impervious to the stoutest sword or<br />

spear, little news concerning the cauldron has surfaced.<br />

Strong transmutation; CL 20th; Weight 200 lbs.<br />

The Moonstone: The bards and storytellers speak of a great<br />

time of terror in the city of Thrax. According to the legends,<br />

centuries ago the full moon loomed large in the sky above the<br />

city and never dipped below the horizon. Instead, it stood like<br />

a sentinel guarding against the dawn's approach. For day after<br />

day, the stars continued to shine and the moon remained<br />

lodged in place. The seemingly endless night drove many folk<br />

to leave the city in terror, for only a day's ride in any direction,<br />

the daily dance between the sun and moon continued as it<br />

always had. As the city's population dwindled, crime soared.<br />

While the thieves' guild claimed that most of its members had<br />

long since left for more hospitable climes, the royal governor<br />

and many of the richest merchants were left with ransacked<br />

treasure vaults and thoroughly pillaged homes. Wizards,<br />

priests, and druids flocked to the city to investigate this<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


strange, ceaseless night, while charlatans in equal numbers<br />

offered outrageously priced amulets and other trinkets to ward<br />

away the terrors of the dark.<br />

In time, the heroic wizard-paladin Thorvec the Ironfisted<br />

uncovered the source of Thrax's troubles. The wererats<br />

beneath the city had discovered a powerful artifact known as<br />

the moonstone. A chunk of the moon that fell to the world in<br />

eons past, this mighty object held the power to cast a spell of<br />

eternal night over a limited area of the land. What appeared to<br />

be the full moon above the city was the moonstone. Its<br />

powerful magic greatly exaggerated its appearance and cast an<br />

illusion over the city. While the wizard and his allies put the<br />

wererats to the sword, a sorcerer among the lycanthropes used<br />

his magic to soar into the air, snatch the moonstone, and<br />

teleport to an unknown location.<br />

Since then, the moonstone has passed from history. This<br />

artifact is a gray, pockmarked stone roughly the size of a<br />

halfling's head. When thrown into the sky, it soars into the air<br />

and activates its powerful magic. The area within a 32-mile<br />

radius of the stone becomes cloaked in an endless, full moon<br />

night. To all observers, even those who employ magic, the<br />

moon seems to hang in the sky surrounded by stars. The<br />

weather continues as normal, though clouds never obscure<br />

the moon. Anyone who can fly 1,000 ft. in the air can see that<br />

the "moon" is in fact a spectral image surrounding the<br />

moonstone. While the stone remains in the air, all<br />

lycanthropes gain a +2 morale bonus to all attacks, skill and<br />

ability checks, and saves. In addition, afflicted lycanthropes<br />

must resist involuntary changes as per the standard night of<br />

the full moon. Dislodging the moonstone is as simple a<br />

process as plucking it from the sky.<br />

Strong illusion; CL 20th; Weight 20 lbs.<br />

Chapter Two: Lycanthrope Characters<br />

Lycanthropes in the<br />

Campaign<br />

This section is intended to help you place lycanthropes in your<br />

campaign. It includes advice on how they relate to other<br />

cultures, and the mechanical ramifications of using<br />

lycanthrope PCs.<br />

Lycanthropes and Society<br />

With their ability to blend into the population of cities and<br />

kingdoms run by other races, lycanthropes provoke a wide<br />

array of reactions and attitudes from humans, dwarves, orcs,<br />

and other creatures. Some creatures may view them as an<br />

insidious, hidden threat that must be stomped out as<br />

quickly as possible. Others view lycanthropy not as a curse,<br />

but as a powerful, beneficial blessing. Of course, regional,<br />

historical, and social variations can provide exceptions to<br />

the general trends outlined below. Use them as a starting<br />

point, not as a cast iron template for how werecreatures<br />

must fit into your world.<br />

One of the ways you can look at a society and its relationship<br />

with lycanthropes is to consider its alignment. A lawful society<br />

is likely to see werecreatures as a dangerous, hidden threat.<br />

These governments place a premium on stability,<br />

predictability, and order. A simple peasant who can transform<br />

into a massive, powerful beast represents a threat to all three<br />

of those goals. Control is key to a lawful monarch or<br />

government. The less it knows about its citizens, the less<br />

control it can exert over them.<br />

While benevolent leaders might want to extend their influence<br />

into daily life in order to better protect their citizens and serve<br />

their needs, they would still feel uneasy at best about<br />

unidentified lycanthropes. After all, even a werebear could<br />

pose a threat if his goals run counter to the greater good.<br />

Evil leaders try to exert control to better subjugate and exploit<br />

their vassals. A tyrant is likely to see lycanthropes as a threat,<br />

since they can move among the population in disguise and are<br />

liable to have the combat abilities and magical talents needed<br />

to defeat his troops. On the other hand, a lawful evil monarch<br />

might consider werecreatures as valuable allies. With their<br />

ability to hide among the peasants and commoners, they<br />

make ideal spies. Their combat skills and magical abilities<br />

make them useful in warfare, and they can slip into enemy<br />

lands and report back on any arms buildups or other<br />

suspicious maneuvers.<br />

Whether good or evil, a lawful realm is liable to require<br />

lycanthropes to register their status or otherwise openly<br />

proclaim their true nature. They might have to register with<br />

the town guard, who in turn stock up on silvered weapons to<br />

deal with any werecreature issues. Spreading lycanthropy<br />

could be a crime punishable by death, as the ever-controlling<br />

government strives to do whatever it can to maintain an iron<br />

grip over its citizens. A rampant lycanthropy outbreak can<br />

turn an easily subjugated village into a nest of vicious,<br />

dangerous monsters.<br />

Lawful evil realms probably seek to recruit wererats, tigers,<br />

and boars, while hunting werewolves and werebears. Since the<br />

bears are likely to oppose an evil monarch on moral grounds,<br />

they make ready enemies for such governments. Werewolves,<br />

as chaotic creatures, are difficult to control and most likely<br />

seen as a threat. In some cases a lawful evil realm might<br />

employ them as shock troops and scouts, but they are unlikely<br />

to welcome them as citizens. Lycanthropes that refuse to serve<br />

or who offer any hint of betrayal are executed or imprisoned.<br />

Lawful good leaders work to root out and kill wererats and<br />

werewolves. Werebears are probably welcomed unless their<br />

ecological concerns clash with the ruler's plans. Even in that<br />

case, chances are that the bears are treated more like unwanted<br />

neighbors than outlaws. Weretigers and wereboars may have<br />

to declare their nature or suffer a fine, but as long as they keep<br />

to themselves and obey the law they are free to do as they<br />

wish. Infecting an unwilling subject with lycanthropy is<br />

probably a crime punishable by death, as the resulting change<br />

in alignment could be viewed as the virtual "death" of the<br />

victim's old personality as the beast takes over.<br />

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Chapter Two: Lycanthrope Characters<br />

Chaotic realms are likely to allow lycanthropes to do as they<br />

wish, so long as the security and health of the realm as a whole<br />

remains unthreatened. In these lands lycanthropes are liable to<br />

keep to themselves, though evil ones may take advantage of<br />

the government's disorganized, informal nature to spread<br />

havoc in secret. A band of werewolves might pose as a camp<br />

of loggers or hunters. By night, they strike at caravans and<br />

poorly guarded settlements. They could even fake an attack on<br />

their own settlement, helping to deflect suspicion. A canny<br />

werewolf might volunteer to take part in any effort to root out<br />

the force behind the spate of attacks, working from within to<br />

sabotage any efforts to uncover his crimes. Since chaotic<br />

realms place a much higher value on personal freedom,<br />

privacy, and informal chains of command, a lycanthrope can<br />

hide within them with relative ease. Werecreatures only rarely<br />

need to worry about inquisitions, secret police, a highly<br />

coordinated town guard, or other agencies that could uncover<br />

the patterns of their crimes or behavior.<br />

A chaotic evil realm cares little for its citizens' health and wellbeing,<br />

instead viewing the populace as disposable resources<br />

best put to some useful end. Werecreatures in this<br />

environment often have the opportunity to seize power for<br />

themselves. In a wild territory ruled by humanoid tribes, the<br />

wolves can use their supernatural abilities to seize power over<br />

their orc, goblin, and kobold neighbors. In these areas,<br />

brutality and strength are all that are needed to claim control.<br />

Werewolves, wererats, and wereboars might see an advantage<br />

in claiming humanoid servants. In this case, the lycanthropes<br />

would take care to avoid infecting any of their subjects. While<br />

lycanthropic orcs might be more useful in battle, they could<br />

also prove much more difficult to control. The curse could be<br />

used as a motivating tool, with the most trustworthy and<br />

successful followers granted it as a sign of their favor.<br />

Lycanthropy can also serve to destabilize and splinter enemy<br />

tribes or humanoid clans that haven't yet come into the<br />

werecreatures' fold. A powerful chieftain might fall from power<br />

when his weaker rivals become lycanthropes. A werewolf<br />

might secretly contact ambitious but weak humanoids and<br />

offer them his curse in exchange for their allegiance. In this<br />

manner, a powerful wolf lord could come to lead an entire<br />

legion of orcs, trolls, and other monsters.<br />

In chaotic good lands, lycanthropes are tolerated so long as<br />

they respect the health, well-being, and freedom of others.<br />

Werecreatures have the freedom to live as they wish, and<br />

wereboars and weretigers can exist comfortably among the<br />

land's other citizens. Lycanthropes do not need to worry about<br />

society condemning them as a group or taking special<br />

measures against them so long as they remain civil and respect<br />

others' rights and properties. In some ways, these lax attitudes<br />

can become a problem for lycanthropes. A lawful nation is<br />

liable to enact special controls over their behavior, but by the<br />

same token, the rule of law protects them from other citizens.<br />

In a chaotic good land, a few rampant lycanthropes can lead to<br />

the banishment, arrest, or harassment of the rest. A werewolf<br />

incursion might cause suspicion to grow against weretigers<br />

and wereboars. Merchants might refuse to sell goods to them,<br />

while neighbors could commit petty crimes against them<br />

without fear of prosecution. With law enforcement based more<br />

on an informal network and personal judgment rather than a<br />

set of rigid laws, unpopular werecreatures can quickly become<br />

pariahs. As long as lycanthropes can preserve their good<br />

names and maintain trust with the authorities, they can<br />

flourish in chaotic good realms.<br />

Humanoid Races and<br />

Lycanthropy<br />

While it is easy to think of werecreatures as a set of creatures<br />

separate from humans, dwarves, orcs, trolls, and other<br />

humanoids, in many ways they share as much with their<br />

humanoid roots as they do with their animal ones. While<br />

alignment is a good measure for how society reacts to<br />

werecreatures, the stereotypical humanoid cultures could also<br />

exhibit idiosyncratic traditions and attitudes towards these<br />

creatures. If a player in your game group wants to run a<br />

lycanthrope character, you can add more detail to your<br />

campaign by depicting the different ways in which humanoid<br />

races regard werecreatures.<br />

The notes and ideas given below are advice and ideas for fitting<br />

lycanthropes into your campaign. They draw from the<br />

stereotypical views of the various fantasy races, and as such<br />

may not be completely compatible with your campaign world.<br />

Use them as inspiration or ideas, not necessarily canonical<br />

declarations of how different groups view werecreatures.<br />

Dwarves: Dour, grim, and dedicated to their craft, dwarves<br />

are liable to see werecreatures as aberrations spawned in the<br />

dark, treacherous shadows of an elf-infested forest. From their<br />

mountain homes, the dwarves consider anything that smacks<br />

of nature as suspicious. They surround themselves with stone<br />

and metal, the fruits of technology and labor rather than of the<br />

forests and grasslands of the natural world. As such, they are<br />

suspicious of anything that is overly connected to what they<br />

consider to be a grim, alien land. Furthermore, dwarves place<br />

a heavy emphasis on trust, openness, and family. Their<br />

mountain halls are small and cramped, shaping their society<br />

into one that puts a premium on forthright discourse.<br />

Animosities and mistrust cannot fester within a dwarf clan's<br />

stronghold, as such divisions can cause permanent rifts within<br />

its social fabric. Thus, the dwarves relate to each other with<br />

direct, blunt discourse that other societies find rude at best<br />

and crass at worst. A lycanthrope, with its many forms and<br />

strange abilities, is liable to make an already suspicious dwarf<br />

even more alert than normal. To the dwarves, a creature that<br />

can take the form of an animal is probably a treacherous beast<br />

that relies on deception and cunning to steal its victims'<br />

treasures. After all, if it had no ill intentions, it wouldn't need<br />

to hide its true nature behind a humanoid or animal mask.<br />

Most dwarven lycanthropes are outcasts from their clans. Their<br />

dual nature as both dwarf and beast alienates them from their<br />

people. As most dwarves have little experience with the<br />

natural world, they are also unable to relate to their animal<br />

brethren. Thus, they tend to embrace the duality of their<br />

nature with a stronger conviction and greater level of comfort<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Chapter Two: Lycanthrope Characters<br />

than other creatures. A dwarf lycanthrope prefers to spend his<br />

time in hybrid form, reflecting his mixed nature. He might<br />

seek other dwarves who are similarly cast out by their kin and<br />

induct them into his nascent tribe, but he has no qualms about<br />

admitting creatures from other humanoid races.<br />

Dwarf lycanthropes tend to display the natural tendencies of<br />

their lycanthropic form to extreme levels. Dwarven<br />

werewolves conduct raids and attacks with bloodthirsty<br />

abandon, resting only to heal wounds and seek new targets.<br />

Werebear dwarves are tenacious in their struggles to protect<br />

nature, gladly surrendering their lives for the cause of their<br />

newly-adopted folk. Of all the lycanthropes, dwarves are the<br />

most likely to found new clans, villages, and even towns for<br />

their people. Their tradition of finding strength in a unified<br />

clan pushes them to unite their newfound kin.<br />

Elves: Always seeking new experiences and open to the<br />

wonders of the natural world, elves are the most likely<br />

humanoids to treat lycanthropes as close allies and valued<br />

friends. They see in them not contradiction or deception, but<br />

rather a creature that embodies both civilization and the<br />

natural world. The elves can relate to this, as they typically<br />

dwell in great forests and other verdant realms. While they<br />

build cities and towns, they take care to unify their creations<br />

with nature rather than use them to control or replace it.<br />

For these reasons, the elves are the most likely to welcome<br />

good and neutral werecreatures into their cities. They find<br />

weretigers charming companions and werebears valued allies.<br />

While most older elves see wereboars as crude, simple<br />

barbarians, younger wood elves with a penchant for violence,<br />

excitement, and hard drinking strike up easy friendships with<br />

them. On the other hand, the elves hate werewolves with a<br />

cold passion. They see these predators as wasteful, hateful<br />

beings of pure destruction. Elven nations hunt down these<br />

creatures at the first sign of their presence in much that same<br />

way that a farmer might cull his cattle of the sick and dying.<br />

To the elves, the evil strains of lycanthropy are dreaded,<br />

rotting sicknesses that can turn pleasant, bountiful forests into<br />

bleak wildernesses. The elves know that if they allow the<br />

infection to fester, it can warp the woods into a cruel mockery<br />

of nature's perfection.<br />

Elven lycanthropes are rarely welcomed in their people's<br />

strongholds with the same level of brotherhood and amity<br />

reserved for kinfolk, but they rarely face expulsion or any<br />

other form of punishment. Instead, they are recognized as<br />

something other than full-blooded elves in much the same way<br />

that half-elves are tolerated but never fully accepted. An elf<br />

weretiger can expect his relatives and friends to maintain their<br />

connection to him, but over time they may grow to exclude<br />

him from many of the important, personal events in their lives.<br />

An elf werebear's assistance might be happily accepted in the<br />

face of a goblin invasion, but he would be allowed into war<br />

meetings only if he was a highly respected commander before<br />

his affliction. This distance between lycanthropic elves and<br />

their people pushes many of them to wander the land. Some<br />

may settle for a time with others of their kind, most notably in<br />

the case of werebears, but most travel from place to place in<br />

search of new experiences and challenges. Only old age or dire<br />

need can keep them from following their wanderlust and<br />

chasing their goals. When it comes time to settle, most seek<br />

quiet solitude in the wilderness.<br />

Gnomes: The mischievous, crafty gnomes treat lycanthropy<br />

as a puzzling, alien affliction. With their tendency towards<br />

invention and engineering, they look upon afflicted<br />

werecreatures as the unfortunate victims of a disease that<br />

challenges them to cure it. While normally cheerful, pleasant,<br />

and given to jokes, the thought that a simple disease could<br />

permanently rob a creature of its free will and warp its moral<br />

compass repulses gnomes to their core. However, they only<br />

allow this disgust to color their view towards lycanthropes<br />

when dealing with obviously evil ones. An afflicted gnome can<br />

expect to face a battery of cures that range from the effective to<br />

the ridiculous. A gnome who falls into the disease's clutches<br />

can expect help and care from his neighbors, friends, and<br />

relatives. While gnomes have the same sort of tight family<br />

bonds as dwarves, their mischievous nature grants them a<br />

much more accepting attitude that serves to diffuse any latent<br />

fear or paranoia.<br />

On the other hand, gnomes find natural lycanthropes<br />

endlessly fascinating. Their ability to change shapes strikes<br />

gnomes as a powerful, and rather useful, magical effect. Given<br />

the gnomes' natural curiosity, they are intrigued by a creature<br />

that can experience the world in multiple forms. Many<br />

weretigers have settled into a long, comfortable retirements<br />

among gnomes who welcome them into their communities<br />

with open arms. Werebears are seen as trusted allies and<br />

stalwart companions against the forces of darkness that would<br />

ravage the natural world. Wereboars, while a bit too oafish to<br />

make good neighbors, represent a perfect mix of hedonism<br />

and enthusiasm for the occasional woodlands feast.<br />

Gnomes treat wererats and werewolves in much the same<br />

manner as elves. When they encounter them, they hunt them<br />

mercilessly to stave off infection before it can spread. Some<br />

werewolf packs consider gnome youngsters a delicacy, a fatal<br />

mistake that few of them live to regret. "Silvering the spikes"<br />

is a common gnome euphemism for making all-out<br />

preparations for anything. It has its origins in the grim,<br />

determined, and vengeful war parties that usually stayed up<br />

all night silvering their weapons before marching forth to<br />

slaughter a werewolf pack.<br />

A gnome lycanthrope approaches his condition with the same<br />

wide-eyed curiosity he would apply to anything else. He tests<br />

out his new senses, changes shape as often as possible, and<br />

tries to approach the world from the point of view of his<br />

animal, humanoid, and hybrid form. A gnome wereboar might<br />

walk through a cave in all three of his shapes to get a better<br />

sense of it. He uses his shapechanging ability to add to his<br />

pranks and trick others. He might even spend time in animal<br />

shape when dealing with strangers to get a good sense of their<br />

true motives and purpose. After all, most people forget to<br />

mind what they say in front of a simple animal.<br />

Half-Elves and Half-Orcs: Neither of these groups forms<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 85


86<br />

Chapter Two: Lycanthrope Characters<br />

societies of their own. Instead, they carve out niches within<br />

human society, with half-elves sometimes dwelling among<br />

their elven kin. In either case, both half-elves and half-orcs live<br />

as outsiders. Though they enjoy some level of acceptance, they<br />

are rarely welcomed into the fold. Thus, in some ways these<br />

folk have empathy for a lycanthrope's plight. Weretigers find it<br />

easiest to form friendships with half-breeds, as they face the<br />

same sort of grudging acceptance from society as a whole.<br />

Even lycanthropes that keep their true natures a secret find<br />

half-orcs and half-elves easy to get along with. Wereboars<br />

respect and enjoy the tough but simple half-orcs, while<br />

weretigers and werebears can relate to a half-elf's natural<br />

intelligence and connection to nature. Of all the civilized folk,<br />

half-breeds are the most likely to willingly accept lycanthropic<br />

infection. While it might cause a change in their ethos and<br />

personality, some of these outsiders find comfort in taking a<br />

place in a group that can wholly accept them.<br />

Halflings: The nomadic, enterprising halflings rarely turn<br />

away anyone or anything that can aid them in their endeavors.<br />

As they are always wary of the big folk, they see werecreatures<br />

as simply another menace they must contend with. After all,<br />

evil and cruel humans rarely make their intentions obvious<br />

before acting upon them. Werecreatures operate in the same<br />

way, though their transformation is obviously much more<br />

dramatic. Of all the civilized groups, halflings are the most<br />

likely to accept a lycanthrope at face value. As long as a<br />

werecreature does nothing to trouble them or interfere with<br />

their business, they're content to leave him alone. In some<br />

cases, halflings gladly accept weretigers and werebears as<br />

companions. With their great strength and ferocity, these<br />

creatures can help defend a caravan or settlement from giants,<br />

orcs, and other threats. This arrangement works in both<br />

directions, as many lycanthropes are glad to find a stable,<br />

welcoming community. Like most civilized races, halflings fear<br />

werewolves and wererats. When they encounter them, they<br />

usually prefer to move on to greener pastures rather than stand<br />

and fight. Wererats in particular evoke dread in halflings, as<br />

they have been known to slip into settlements to kidnap and<br />

infect young halflings to raise as their own children. With the<br />

premium the ratfolk place on stealth and subtlety, halfling<br />

recruits rank as the most valuable they can find.<br />

Halfling lycanthropes usually remain with their people unless<br />

they slide into evil or violence. Halfling wereboars live as<br />

enforcers and guards among their people, accepting food and<br />

strong drink as pay for their service. When a bullying human<br />

or orc troubles the group, the wereboar uses his hybrid form<br />

to put him to flight. Halflings rarely survive as werewolves in<br />

the wild, as they invariably end up at the bottom of the pack's<br />

social order. On the other hand, their small size and natural<br />

stealth make them the ideal wererats. Many warrens of those<br />

creatures consist almost entirely of halfling ratfolk.<br />

Lycanthropes in Your<br />

Campaign<br />

Before allowing a player to run a lycanthropes character in<br />

your campaign, you should consider the mechanical<br />

challenges behind such a development. Werecreatures offer a<br />

few special abilities normally off-limits to PCs. While<br />

powerful, they also face an array of restrictions that require<br />

special attention in play.<br />

A lycanthrope's damage reduction is perhaps its biggest<br />

advantage compared to other characters. While their<br />

phenomenal Strength scores in animal or hybrid form give<br />

lycanthropes an advantage over other characters, DR requires<br />

special attention to prevent it from overshadowing the other<br />

PCs' abilities. The key to remember is that most adventures<br />

and monsters are designed with the assumption that DR is<br />

hard to come by for player characters. Obviously, lycanthropes<br />

throw a monkey wrench into that belief.<br />

The first and most important thing to remember is that when<br />

a player designs a character, he wants to use and explore the<br />

abilities offered by the race and class he selects. While it might<br />

seem easy to simply equip every last orc and kobold with<br />

silvered weapons, that solution simply nullifies what should be<br />

one of a lycanthrope's major abilities. Silvered weapons are<br />

appropriate in some circumstances, especially when the PCs<br />

face recurring villains or enemies who have taken the time to<br />

examine the party's abilities. If the players have to stifle a yawn<br />

when silvered weapons show up, you might be overdoing it.<br />

Try to make such weapons' appearance special. Restrict it to<br />

villains, important battles, and other situations where they<br />

would make sense. If an NPC knows that one of the characters<br />

is a werecreature, then he should seek out weapons to defeat<br />

him. But random orcs, hired bandits, and other monsters that<br />

are not important or featured parts of an adventure should not<br />

usually have them.<br />

On the other hand, a lycanthrope character can become too<br />

tough if his enemies are unable to hurt him. If you look over<br />

the list of creatures in the core rules, you should note that<br />

around the level the playable, non-evil werecreatures gain<br />

damage reduction, there are many CR-appropriate monsters<br />

that inflict plenty of damage. Ogres, minotaurs, and other<br />

giants or strong humanoids can dish out lots of punishment.<br />

Spellcasters and monsters with magical attacks can easily<br />

bypass a werecreature's DR, especially with spells such as<br />

lightning bolt or magic missile that inflict damage even on a<br />

successful save. Lycanthropes receive only a d8 hit die,<br />

leaving them with fewer hit points than fighters and<br />

barbarians. Attacks that bypass their DR can quickly sap their<br />

few hit points.<br />

If DR does become a problem in your campaign, or if you<br />

would rather not cope with it, require that all lycanthrope PCs<br />

count as afflicted rather than natural, thus reducing their DR<br />

For all the werecreature classes, remove their DR 5/silver<br />

ability. When they acquire DR 10/silver, they actually gain DR<br />

5/silver. Be sure to tell the players about this change before<br />

they create characters.<br />

Generally speaking, a lycanthrope of the same level as a fighter<br />

or barbarian can attack more often and deal a fair amount of<br />

damage, though his base attack bonus is inferior. Furthermore,<br />

at higher levels the lycanthrope misses out on extra attacks.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Generally speaking, though, the werecreature's Strength bonus<br />

more than compensates. The key to this ability is that it<br />

operates only while the lycanthrope is in hybrid or animal<br />

form. In those shapes, most magical and mundane items are<br />

useless. A bear cannot use a ring of protection, nor can a<br />

weretiger hybrid wear a suit of chainmail. While the<br />

werecreatures' high Strength scores allow them to deal a lot of<br />

damage, their poor AC and hit points make them relatively<br />

easy to overwhelm. Werecreature PCs must focus on delivering<br />

attacks while minimizing an opponent's ability to respond.<br />

They thrive against weaker foes that they can trip or grapple,<br />

but heavily armored opponents who can withstand their<br />

attacks can quickly wear them down.<br />

Lycanthropy<br />

If you purchased this book, chances are that you either plan<br />

to play a lycanthrope character or want to use them as<br />

important villains and enemies in your campaign. In either<br />

case the introduction of lycanthropy into your game can cause<br />

some unforeseen headaches, particularly for low-level parties<br />

that lack access to the common cures for this disease. This<br />

section addresses lycanthropy in depth. It offers a variety of<br />

alternative explanations for its effects, cures, and advice on<br />

how werecreatures can fit into your campaign world. It builds<br />

from the logical assumption that if you want to include<br />

lycanthropes as a prominent feature in your campaign, you<br />

need to consider the impact of lycanthropy on the characters<br />

and the world as a whole.<br />

Potential Problems and<br />

Pitfalls<br />

Before proceeding to the rest of this section, it is important to<br />

consider why lycanthropy can become an issue in a campaign.<br />

Simply put, between their damage reduction and powerful<br />

natural attacks, lycanthropes are a cut above the typical orc or<br />

goblin bandit. A band of werewolves could easily overwhelm<br />

a small village without facing a single opponent who carried a<br />

weapon that could injure them. If the party faces a<br />

werecreature, a single bite could lead to weeks of trouble. The<br />

party's fighter might end up locked in a cage while everyone<br />

else seeks out a cleric who can cure his condition. In the first<br />

case, lycanthropy conjures up questions about the campaign<br />

world's stability and cohesiveness. In the second case, it can<br />

sap the fun from a game as an afflicted player must worry<br />

about losing his character over a single, failed DC 15<br />

Fortitude save.<br />

From a game design perspective, lycanthropy offers a unique<br />

problem. In terms of the threat a werecreature poses in a single<br />

encounter, the disease is irrelevant. During the 10 or 15 round<br />

battle with such a monster, it has no effect on the outcome.<br />

The damage a werecreature delivers with its bite is more<br />

important. However, in the aftermath of the struggle<br />

lycanthropy can play havoc with your game. If a character is<br />

afflicted and the common cures fail to aid him, the rest of the<br />

party must continue on while the diseased PC faces permanent<br />

Chapter Three: Lycanthropy<br />

removal from the game, and/or an unwanted alignment<br />

change. That's not much fun for anyone involved. The rest of<br />

the party is short a PC, while the player of the affected<br />

character has little to do in the game. At higher levels this issue<br />

fades away as the party's cleric can use his spells to cure the<br />

illness. However, at low levels it becomes a tremendous<br />

problem.<br />

In terms of your campaign world, the ease of spreading<br />

lycanthropy combined with the difficulty in curing it begs the<br />

question of why werecreatures aren't a prominent, important<br />

group. A wererat overlord could bid his followers to nip and<br />

bite random peasants until he has an army of lycanthropes at<br />

his disposal. Werewolf packs could swell in ranks after each<br />

raid on a human or elf village. An army of good could ask a<br />

werebear to grand its soldiers lycanthropy, allowing them to<br />

easily smash to invading orc army. Many of the answers to<br />

these questions depend on how you use lycanthropes and on<br />

their place in your campaign world. Most of the time, such<br />

questions are irrelevant to your game. It doesn't matter if<br />

werewolves could overrun the northern kingdom because you<br />

don't plan on using them as villains. Besides, the characters are<br />

too busy in the eastern realms battling the lich king. On the<br />

other hand, if you want to use lycanthropes as powerful<br />

villains and a major threat to civilization, you might want to<br />

consider these issues. Not only can lycanthropy pose problems<br />

for the PCs, but it also forces you to consider some campaign<br />

issues that you need to resolve.<br />

With those two issues in mind, the rest of this section<br />

addresses some alternate rules and background ideas you can<br />

use to make lycanthropy easier to work into your campaign. If<br />

you have no plans to make lycanthropes an important part of<br />

your campaign, the details and options given here probably<br />

add unnecessary baggage to your game. However, if you want<br />

to make lycanthropes key villains or major antagonists, these<br />

options can make your campaign run more smoothly.<br />

The Origin and Nature of<br />

Lycanthropy<br />

Most game settings depict lycanthropy as a strange<br />

combination of a magical curse and a disease. According to the<br />

core rules, spells such as cure disease and break enchantment<br />

can purge it from an infected creature. This section gives you<br />

some ideas on presenting lycanthropy from both of those<br />

angles. The core rules make no judgment on what drives<br />

lycanthropy and how it was created. Instead, if such<br />

information is important to your game you need to create your<br />

own material. This section is here to help you with that task.<br />

A Magical Disease: Lycanthropy is in essence a magical<br />

infection. If you consider that bacteria and viruses spread<br />

disease, it isn't much of a stretch to imagine microbes that are<br />

spawned or propagated by magical means. In a world of<br />

dragons and manticores, a magical virus represents a logical<br />

development. Perhaps lycanthropy represents the first and last<br />

of the magical diseases. In the ancient days, the gods created a<br />

variety of creatures and beings. One deity, a lord of pestilence<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 87


88<br />

and decay, crafted a powerful microbe that killed anything it<br />

infected. The other gods banded together in a great alliance to<br />

prevent this sickness from destroying all of creation. Even the<br />

evil deities joined the cause, as their orc, giant, troll, and other<br />

followers faced extinction.<br />

After imprisoning the wayward god, they turned their<br />

attention to the sickness. As an artifact of a god, they could not<br />

destroy it. Instead, the gods altered its basic nature. Rather<br />

than kill its victims, it strengthened them and rendered them<br />

immune to many common weapons. Only in this manner<br />

could they nullify its baneful effects. To keep the balance<br />

between the many animals and intelligent creatures that fell to<br />

the sickness, the infected creatures could assume both forms.<br />

The force of the moon would ensure that these new creatures<br />

would never scorn one side of their heritage for the other<br />

<strong>Fina</strong>lly, since the gods of both good and evil contributed to the<br />

struggle, the surviving infected creatures were divided into the<br />

camps of good, evil, and neutrality. To ensure a continuing<br />

balance between them, each lycanthrope strain was dedicated<br />

to a different alignment.<br />

If you opt to use this idea in your campaign, you can work it<br />

into the background as part of the myths and creation stories<br />

presented earlier in this book. Perhaps the stories passed down<br />

Chapter Three: Lycanthropy<br />

from one generation of lycanthrope to the next are false. Their<br />

new gods, in a bid to strengthen their claims to godhood,<br />

passed down these legends to their new followers to cement<br />

their worship. So much time has passed since the<br />

werecreatures' genesis that none can say what is truth and<br />

what is fiction.<br />

The Curse of Lycanthropy: The werewolf creation legend<br />

given earlier in this book serves as a good example of<br />

lycanthropy as a curse. For some ancient transgression against<br />

the natural order, animals were forced to take the guise of men<br />

or vice versa. In this case, the lycanthropes can spread their<br />

curse to others via their bite. Perhaps the curse was originally<br />

created by a good-aligned deity, but in the process of forging it<br />

an evil, mischievous demigod altered its traits. Rather than<br />

punish a villainous group that would eventually die off, the<br />

curse spawned whole new races dedicated to evil. The reverse<br />

could also be true in the case of werebears, with an evil god's<br />

plans for destruction subtly turned into a force for life and<br />

good. This explanation covers why lycanthropy appears as a<br />

magical disease, as the curse was created with magic but<br />

warped and twisted to resemble an illness.<br />

Lycanthropy allows you to introduce the idea that<br />

lycanthropes are victims of their own state. Perhaps<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


werewolves and wererats can be redeemed, or the gods may be<br />

at fault for their condition. It is also a handy explanation for<br />

any players that want to run werewolf or wererat PCs. While<br />

those races are normally evil, perhaps a few members among<br />

their ranks can rise above their heritage and throw off the<br />

weight of their curse.<br />

A Means of Reproduction: Under this scenario,<br />

lycanthropes are unable to breed via normal means. As a<br />

strange fusion of humanoid and animal, they can neither mate<br />

and create offspring with others of their kind nor with<br />

members of the species they can mimic. Perhaps lycanthropes<br />

are not truly wolves, humans, tigers, or dwarves. Instead, they<br />

occupy a strange middle ground between sentient creatures<br />

and animals. As such, the only way they can reproduce is by<br />

infecting other creatures with lycanthropy. Under this<br />

scenario, a magical process alters a creature and turns it into a<br />

lycanthrope. This explains why spells such as break<br />

enchantment can snuff out the infection. However, in<br />

biological terms it is spread much like an infection. A<br />

werecreature's bite leaves behind traces of a poison or similar<br />

substance that infects a victim and allows the magical<br />

transformation to occur. The appealing feature of this<br />

explanation is that it leaves intact any of the myths, legends, or<br />

background information that you want to use for your game<br />

world's lycanthropes. It introduces interesting possibilities for<br />

PCs to be chosen as inheritors to a heroic lycanthrope's<br />

position, or long-running villains to reappear as lycanthropes<br />

that have been chosen to succeed a dying pack leader.<br />

Influence of the Moon: The moon plays a significant role in<br />

afflicted lycanthropes, as it determines when they must<br />

unwillingly change into their animal form. The moon could<br />

play a role in any of the explanations offered above. It might<br />

be a timer of sorts used to dictate when lycanthropes must<br />

embrace their bestial heritage even if they would rather ignore<br />

it. The moon could hold an evil god imprisoned. When it is<br />

full, he can still exert control over the ancient curse or disease<br />

he fashioned to spawn the lycanthropes. To some<br />

lycanthropes, the moon itself could be a deity who heralds<br />

their important religious rites and holidays. Depending on the<br />

type of campaign you run, it might even be a workable<br />

solution that lycanthropes originally hail from the moon.<br />

Perhaps it holds a gateway to a world where the lycanthropes<br />

are the dominant species. On the world the static races of men<br />

and animals are seen as strange, freaks of nature.<br />

You can extend the moon's influence in a variety of ways.<br />

Perhaps during a lunar eclipse, lycanthropes are unable to<br />

use their alternate form ability. One night a year, the moon<br />

might grow a deep red. On these blood moons, all<br />

lycanthropes gain the ability to rage and must make Will<br />

saves (DC 15) to avoid entering into this state when injured<br />

in combat. Werebears and other good-aligned lycanthropes<br />

might try to avoid contact with other creatures, while<br />

werewolves set out on unholy crusades of raiding,<br />

bloodletting, and murder. More information on the moon<br />

and its relationship with lycanthropes is given later in this<br />

chapter under Lycanthropes and the Moon.<br />

Chapter Three: Lycanthropy<br />

The Spread of Lycanthropy<br />

Once you've considered the nature of lycanthropy, you need to<br />

think about how and why it spreads. If you think about a<br />

werecreature's place in the world, it seems logical to assume<br />

that there should be plenty of them running around. After all,<br />

a single bite can transform a normal person into a slavering<br />

werebeast. Furthermore, lycanthropy can cause problems for<br />

PCs and for your campaign's progress. As discussed above, a<br />

character that contracts the disease at a low level can be forced<br />

out of the game with a few unlucky rolls. Yet, given their CR,<br />

werecreatures are a good set of opponents for 3rd to 8th-level<br />

characters. The only sure-fire cure for the disease is available<br />

from a 12th-level caster, a resource that you might not feel<br />

comfortable making readily available to the party.<br />

This section considers how and why lycanthropy spreads. As<br />

with many of the details given in this section, the less realism<br />

you need in your campaign, the less you need to worry about<br />

how this material works. Some game masters pay little<br />

attention to the details behind their worlds, while others like<br />

to delve into their world's background.<br />

The Chosen: Perhaps not every lycanthrope's bite spreads<br />

the disease. Rather, werecreatures only choose to infect<br />

opponents or victims who would make good additions to<br />

their ranks. A werewolf might avoid infecting a powerful<br />

figure, since such a person could challenge him for leadership<br />

of the pack or hunting rights in an area. On the other hand,<br />

weak or easily bullied commoners would make ideal followers<br />

as long they remain manageable in numbers. Wererats would<br />

use similar lines of thought in spreading their curse, as<br />

overcrowding could become a major issue when they want to<br />

remain hidden from the city above. At times, these creatures<br />

might use their disease to subvert and control powerful<br />

figures, but most of the time they would rather avoid<br />

spawning a powerful competitor.<br />

Good lycanthropes might see their condition as an honor or a<br />

responsibility. They confer it only upon those creatures that are<br />

worthy of their mantle. These powerful allies would benefit<br />

from the additional abilities granted to them via lycanthropy,<br />

while their new allegiance makes them more likely to help the<br />

werebears (and other good werecreatures) achieve their aims.<br />

Neutral ones could infect others based on whims or personal<br />

needs. A weretiger might fall in love with a human woman and<br />

infect her to bring her closer into the fold. By the same token,<br />

a weretigress artist might infect a promising young talent to<br />

"adopt" his prodigious talent into her people's culture.<br />

In any case, under this state a lycanthrope can turn his ability<br />

to infect others off or on as he wishes. In this manner, the<br />

werecreatures control their own numbers without limiting<br />

their combat abilities. Assume that a lycanthrope can use a<br />

free action to decide if it wants its bite to afflict a creature<br />

with lycanthrope.<br />

Death is Only the Beginning: Under this variant, a<br />

lycanthrope's bite still afflicts a victim with lycanthropy.<br />

However, a creature can only develop the disease if the bite<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 89


90<br />

attack reduces it to fewer than zero hit points. At that moment<br />

when life and death hang in the balance, a creature's spirit is<br />

weak enough for the lycanthropic curse to overwhelm it.<br />

With this variation in place, you retain the fear inherent in<br />

facing a lycanthrope. The characters must worry about<br />

contracting the disease and converting into a cross<br />

between a humanoid and an animal. However, since not<br />

every bite causes the disease you do not have to worry<br />

about exposing the party to too much danger. This<br />

variant also dispels concerns of lycanthropes running<br />

around, mass infecting populations, and raising an army<br />

of followers. Few people are willing to let a creature bite<br />

them nearly to death, and the bad luck of a few fumbled<br />

rolls can cause a significant number of these recruits to die.<br />

It also adds the element of danger and fear into lycanthrope<br />

encounters without overdoing it. If every werecreature bite<br />

can cause lycanthropy, the disease is just another annoying<br />

obstacle to cope with. If it arises only after a difficult<br />

encounter, you magnify the already considerable danger that a<br />

werecreature poses.<br />

Curing Lycanthropy<br />

There are several standard methods to cure lycanthropy.<br />

This section covers the cures given in the core rules<br />

and presents alternative rules for each of them.<br />

Belladonna, also known as wolfsbane, is<br />

perhaps the most well-known cure. (More<br />

information on belladonna can be found<br />

on <strong>page</strong> XX*.) A sprig of this herb can<br />

purge the illness from an infected<br />

character. An afflicted character that<br />

consumes belladonna within one hour of<br />

contracting the disease can make a Fortitude<br />

save (DC 20) to throw off the illness. If a healer<br />

administers the herb, use the character’s save bonus or the<br />

healer’s Heal check modifier, whichever is higher. The<br />

character gets only one chance, no matter how much<br />

belladonna is consumed. The belladonna must be reasonably<br />

fresh (picked within the last week).<br />

The problem with this cure is that it offers only a saving throw<br />

against an even higher DC than given for resisting the disease<br />

in the first place. If the party has a character with a high bonus<br />

in the Heal skill, than most of the time this cure works without<br />

any problems. However, if the party lacks such a PC then they<br />

could be in for trouble. Even worse, belladonna is toxic<br />

(Fortitude save DC 13, 1d6 Str/2d6 Str) making it possible<br />

that a cured character might be rendered immobile. If you<br />

want to use lycanthropes as regular villains or common<br />

monsters, these complications can serve to slow down your<br />

campaign. After each fight with a lycanthrope, the party might<br />

have to return to town, administer this herb, and then wait<br />

several days for their comrade's Strength to return via natural<br />

processes or magic. In either case, the PCs end up sitting<br />

around waiting for their infected friend to return to normal. As<br />

an optional rule, you might remove belladonna's toxic<br />

properties and reduce the Fortitude save required to remove<br />

Chapter Three: Lycanthropy<br />

the disease. This option works best if werecreatures are<br />

common foes in your campaign. Otherwise, it can make<br />

lycanthropy too trivial an ordeal for some DM's tastes. If you<br />

want the characters to be afraid of contracting the disease,<br />

leave the rules as given. If you would rather that they fight lots<br />

of werecreatures and progress through the adventure, the<br />

optional rules keep the action flowing.<br />

A remove disease or heal spell cast by a cleric of 12th level or<br />

higher also cures lycanthropy, provided the character receives<br />

the spell within three days of the lycanthrope’s attack. This<br />

option is a relatively painless way to remove lycanthropy, but<br />

it comes at the cost of requiring access to a relatively highlevel<br />

caster. For low-level PCs, this might not be an option.<br />

Removing the level restriction opens up this option to parties<br />

as low as 5th-level, allowing you to use lycanthropes in large<br />

numbers without worrying out infecting them all. As it<br />

stands, it may seem a little strange that a 9th-level cleric can<br />

raise the dead but he cannot cure lycanthropy, a disease<br />

carried by a CR 2 creature. If you want to keep this restriction<br />

in place, consider allowing the characters access to a highlevel<br />

cleric who sponsors their efforts and offers them help<br />

without asking for donations. You can use this as a convenient<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


excuse for the cleric to ask the PCs to complete a quest for<br />

him, as they must defeat some evil creature or thwart a<br />

menace in return for his aid.<br />

The only other way to remove the affliction is to cast remove<br />

curse or break enchantment on the character during one of the<br />

three days of the full moon. After receiving the spell, the<br />

character must succeed at a DC 20 Will save to break the curse<br />

(the caster knows if the spell works). If the save fails, the<br />

process must be repeated. As it stands, this method of curing<br />

a character is a reasonable solution. The Will save might be a<br />

bit high for your tastes, especially since it could lead to the<br />

ridiculous scene of a PC caster repeatedly hitting his comrade<br />

with break enchantment until it takes hold. However, a party<br />

with access to either of those spells should have the cash and<br />

casting resources to use remove disease. You might want to<br />

remove the save DC to help speed up the recovery process, but<br />

it can also serve to add tension. You may also consider not<br />

letting the caster know whether the spell succeeds or not, so<br />

the party must wonder if the lycanthrope has truly been cured.<br />

All of the cures covered above are the standard methods<br />

offered in the core rules. To help vary things, you might want<br />

to present other methods of removing lycanthropy from an<br />

inflicted character. You can use these solutions in addition to<br />

or in place of the standard ones.<br />

Death of a Werewolf: Under this option, killing the<br />

werecreature that inflicted a character breaks the curse of<br />

lycanthropy. A beast has a magical link to the werebeasts it<br />

sires. If an infected character helps kill the beast that cursed<br />

him, the link breaks and the PC no longer suffers from<br />

lycanthropy. A character can retain the curse if he so wishes,<br />

but if he wants his freedom it fades away. This version of a<br />

cure works very well for low-level parties if you use the core<br />

rules' methods without changing them. If a PC falls victim to<br />

lycanthropy, his best option for a cure lies in tracking down<br />

and slaying his enemy. You can use this to drive some very<br />

intense adventures and battles, as the party dogs a werewolf's<br />

steps and tries to corner him. Perhaps the villain slips away<br />

using clever tactics, upping the ante as the PCs must again<br />

and again match wits with him. With each passing day, the<br />

afflicted PC faces a growing doom. Not only do the PCs gain<br />

the experience and treasure from defeating a werewolf, the<br />

players can enjoy a thrilling, intense series of adventures.<br />

Villains are much more effective if the PCs have a personal<br />

reason to hate them.<br />

Unique Cures: There are a multitude of different, specific<br />

methods you can present to the party to cure lycanthropy.<br />

Some may revolve around sites, others might involve objects<br />

or artifacts, and still more could require the completion of<br />

tasks or quests. Each of those three basic methods allows you<br />

to craft an adventure that sets the party along the path of<br />

curing lycanthropy. As discussed above, placing a clear,<br />

important burden on an adventure's success is a good way to<br />

increase the drama and tension in your game. Previously dull<br />

or routine encounters take on a far more important air when a<br />

PC's life is on the line.<br />

Chapter Three: Lycanthropy<br />

The best part about this cure is that it takes something that<br />

could be very dramatic and removes the mechanics from it.<br />

Contracting lycanthropy can be a daunting obstacle for a PC.<br />

Reducing it to saving throws and hunting down high-level<br />

spellcasters can make the players feel powerless. By giving<br />

them a goal and allowing them to chase after it, you forge a<br />

strong link between the work the PCs accomplish and the<br />

important goals it yields. If the players feel that their characters<br />

can accomplish great and important deeds, your game takes<br />

on a legendary, compelling tone.<br />

Sites: A blessed spring might cure lycanthropy in anyone who<br />

bathes within it. Within a deep forest glen, the spirit of the<br />

wolf totem appears and purges the curse from anyone who<br />

bows before it. Anyone who journeys deep enough into the<br />

dark heart of the world – perhaps four or five dungeon levels<br />

down – severs his tie to the moon and breaks the disease's<br />

hold. In each of these cases, the characters must make a long<br />

and perhaps dangerous journey to the place they seek. The<br />

sacred spring might be found within a monastery that many<br />

years ago fell to an invading army of orcs. The wolf totem<br />

might dwell in a forest infested with werewolves. Traveling<br />

into the earth is never a safe bet, even in areas thought to be<br />

relatively free of monsters.<br />

Items: Similar to a site, an item probably requires a PC to seek<br />

it out and win it over from a powerful enemy. On the other<br />

hand, a potentially friendly NPC might possess it and require<br />

a service in return for its use. In many ways, this cure is<br />

analogous to requiring the party to find a 12th-level cleric to<br />

cast cure disease. However it doesn't require a high level<br />

caster – an attractive option if the game is set in a tiny town,<br />

or if you would rather not use high-level NPCs to bail the<br />

characters out of trouble.<br />

Task/Quest: In a lot of ways, finding an item or journeying to<br />

a place is a quest for the PCs. In addition to those options, an<br />

infected character might be able to rid himself of lycanthropy<br />

by defeating a specific demon, desecrating the altar of an evil<br />

werecreature deity, or journeying to another plane. These<br />

solutions require a character to complete a specific set of<br />

actions that usually have some sort of symbolic link the<br />

lycanthropy. Desecrating the altar severs a character's tie to<br />

his curse, while entering a specific plane breaks the moon's<br />

hold over a PC.<br />

Curing Characters with Lycanthrope Levels: One issue<br />

that you may need to consider is what happens when a<br />

character with levels in a werecreature class seeks a cure for his<br />

condition. This situation is possible only with characters who<br />

were afflicted with lycanthropy. The simplest and most logical<br />

solution is to rule that any PC who takes levels in the<br />

appropriate lycanthrope class has embraced his new nature<br />

and can no longer be rid of it. Otherwise, you should have the<br />

character shed any benefits he may have gained from that level<br />

and permanently lose those levels from his total. Place his<br />

experience point total at the midpoint between his new,<br />

adjusted level and the next higher one.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 91


92<br />

Lycanthropy's Symptoms<br />

and Effects<br />

In addition to altering and modifying the cures and methods<br />

by which lycanthropy spreads, you can also change its<br />

symptoms and effects to better fit your campaign world. A<br />

disease that causes involuntary changes might be a handy<br />

tool to use with NPCs and other unsuspecting werecreatures,<br />

but it could prove troublesome for characters. On the other<br />

hand, a campaign where an otherwise heroic PC – such as a<br />

paladin – unwittingly commits horrific crimes can lead to a<br />

lot of fun adventures.<br />

The core rules feature the following guidelines for lycanthropy:<br />

When a character contracts lycanthropy, no symptoms appear<br />

until the first night of the next full moon. On that night, the<br />

afflicted character involuntarily assumes animal form and<br />

forgets his or her own identity, temporarily becoming an NPC.<br />

The character remains in animal form, assuming the<br />

appropriate alignment, until the next dawn.<br />

The character’s actions during this first episode are dictated by<br />

the alignment of its animal form. The character remembers<br />

nothing about the entire episode (or subsequent episodes)<br />

unless he succeeds on a DC 15 Wisdom check, in which case<br />

he becomes aware of his lycanthropic condition.<br />

At this point, the basic rules allow for a PC (or an NPC) to slip<br />

into animal form and revel in his newly uncovered bestial<br />

side. Evil lycanthropes, particularly werewolves, engage in<br />

wholesale murder and slaughter. In this form, a character<br />

stalks the area in search of intelligent creatures to slay.<br />

Chances are that the werewolf is canny enough to avoid<br />

killing its humanoid form's companions. After all, such an<br />

action is sure to raise alarms and pinpoint the culprit. Instead,<br />

a werewolf ranges a few miles from its companions or seeks<br />

out isolated victims whose death is likely to go unnoticed.<br />

Lycanthropes maintain their intelligence in animal form. You<br />

can assume that a werewolf acts with a PC or NPC's<br />

Intelligence score and uses its capacity to plan actions.<br />

Furthermore, allow the werebeast a Wisdom check (DC 15) to<br />

draw upon the victim's memories to aid it in seeking out<br />

humanoids to terrorize. A character might awake to the news<br />

that his parents had to fend off a terrible, slavering beast the<br />

night before, or that some horrid monster used the secret<br />

passages into the baron's castle to launch a raid.<br />

Wererats, while evil, are much more subtle than werewolves.<br />

A PC transformed into one of these beasts might launch<br />

robberies and hide the stolen goods in a secret place. While the<br />

core rules assume that a lycanthrope enters its animal form to<br />

wreak havoc, a giant rat isn't very likely to strike terror into the<br />

region unless the PC is very high level and has plenty of hit<br />

points. Instead, allow the PC to assume his hybrid form and<br />

use it to commit robberies, ambush travelers, and work with a<br />

local thieves' guild. Worst of all (from a PC's point of view), the<br />

hybrid form might walk around wearing his weapons and<br />

armor. While most wererats are probably too smart to give<br />

Chapter Three: Lycanthropy<br />

away their true identity, it is much easier for a rat to slip out of<br />

a jail cell than a human. The character's emerging wererat side<br />

could ruin his reputation and continue its illicit activities. It<br />

might even contact other wererats in the area and use the PC's<br />

memories (if it succeeds at a DC 15 Wisdom check) to aid<br />

them in their endeavors.<br />

Weretigers are likely to explore their surroundings and hunt<br />

wild animals. Since these lycanthropes hold no special malice<br />

against civilized folk, they might even seek the nearest gate out<br />

of town to frolic in the nearby wilderness. An afflicted PC<br />

might wake up miles outside of town, bereft of equipment and<br />

surrounding by hostile wilderness. On the other hand, the<br />

varied sights and sounds of the city might prove too much for<br />

a weretiger to ignore. The tiger could sneak into a wizard's<br />

tower to explore, only to set off a magical trap that captures it.<br />

The PC may end up in an evil mage's clutches, requiring the<br />

rest of the party to band together to save him.<br />

A wereboar likely heads off in search of whatever fun happens<br />

to cross its path. It might clomp into an inn, slurp up any<br />

unattended puddles of ale, and spend the rest of the night<br />

practicing its charge maneuver on a handy stone wall. The PC<br />

might wake up with a massive headache. Alternatively, if the<br />

boar passes out from overindulgence, a merchant could drag it<br />

into a pen and lock it up to sell it for meat. There's nothing<br />

quite so humorous as a character that wakes up in a pile of<br />

mud, surrounding by a mob of pigs.<br />

On the other hand, a good-aligned animal such as a werebear<br />

might watch over sleeping PCs or wander the night in search<br />

of wrongs to set right. It could also embark on a quest to kill<br />

a werewolf or similar monster, if it can call upon the PC's<br />

memories (Will save DC 15) and identify any particularly<br />

dangerous threats in the area. The characters could hear stories<br />

of a powerful animal that smashed down the corrupt sheriff's<br />

door and crushed him to death. While the peasants might be<br />

happy in the short term, in a few days the evil baron's men will<br />

undoubtedly sweep in to exact revenge for their loss. The<br />

werebear might seem like a blessing, but as a rigidly lawful<br />

good creature it may sometimes choose a forceful, direct<br />

option rather than a subtle, quiet plan that has better prospects<br />

for success in the long term.<br />

Regardless of the form he takes, the character is subject to<br />

involuntary transformation under the full moon and whenever<br />

he is damaged in combat after his first transformation. He or<br />

she feels overwhelming rage building up, and must succeed on<br />

a Control Shape check (DC 25) to resist changing into animal<br />

form. These changes take place only during the night, and they<br />

end as soon as the sun rises, even if the character is in an area<br />

that the sun cannot reach.<br />

A character with awareness of his condition retains his identity<br />

and does not lose control of his actions if he changes.<br />

However, each time he changes to his animal form, he must<br />

make a Will save (DC 15 + number of times he has been in<br />

animal form) or permanently assume the alignment of his<br />

animal form in all shapes.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


Once a character becomes aware of his affliction, he can now<br />

voluntarily attempt to change to animal or hybrid form, using<br />

the appropriate Control Shape check DC. An attempt is a<br />

standard action and can be made each round. Any voluntary<br />

change to animal or hybrid form immediately and<br />

permanently changes the character’s alignment to that of the<br />

appropriate lycanthrope.<br />

The Beast: One of the interesting things you can explore with<br />

a werecreature is the divide between a PC and the psyche that<br />

emerges in animal form. Perhaps the disease doesn't so much<br />

curse or infect a character as spawn a new, nascent personality<br />

within him. As the character copes with his condition, this<br />

personality might take on more detailed traits and<br />

complexities. It could adopt a name, gain levels, and even<br />

grow to speak to the PC when he is in control of his body. The<br />

opposite could also happen, as the character must go along for<br />

the ride in animal from, forced to watch as his lycanthropic<br />

personality runs rampant. For experienced roleplayers, this<br />

offers the opportunity for some excellent character interaction<br />

and development. As a rule of thumb, this option is best used<br />

with players who enjoy getting into character and developing<br />

a personality for a PC. For example, a player who adopts an<br />

accent, uses distinctive personality traits and mannerisms, and<br />

makes decisions that might be less than optimal, all in an effort<br />

to properly portray his PC, is a very good candidate for this<br />

treatment. You might even turn over control of the<br />

lycanthropic side to the player, especially if you can trust him<br />

to accurately portray both sides of his character.<br />

There are pitfalls to this method. First and foremost, always<br />

respect a player's control over his character. Lycanthropy gives<br />

you the chance to dictate what a character does, despite the<br />

player's desires. There are a few guidelines you should follow<br />

to avoid angering your players and treating their characters<br />

like puppets.<br />

Avoid going into detailed descriptions of what a lycanthrope<br />

does while it is in control of a PC. Unless the other characters<br />

can see what is going on, there is no need to use a heavy<br />

handed reminder that the player is no longer in control of his<br />

character.<br />

Never use lycanthropy as an excuse to humiliate a PC. If the<br />

party's paladin is infected, he shouldn't wake up in a brothel,<br />

naked in a pile of mud, or drunk and incoherent. Approach<br />

the infected character's player beforehand and talk to him<br />

about your general plans for the infection. Sometimes, a player<br />

might think it's fun for his character to endure humiliation or<br />

embarrassing moments. Other players build up their<br />

characters in specific ways and feel uncomfortable allowing a<br />

DM to alter his appearance and reputation in such a<br />

fundamental way. A good way to approach these sorts of<br />

situations is to think of what would you do if you wanted to<br />

include the player, as opposed to the character, in a plan that<br />

could see him end up face-first in a puddle of mud or<br />

otherwise horribly embarrassed. You'd never want to push a<br />

friend to do something like that unless he was perfectly willing<br />

to do it and had a clear picture of the consequences. Think of<br />

it as asking someone to take a pie in the face as part of a<br />

Chapter Three: Lycanthropy<br />

comedy skit. It can be funny for everyone, as long as the guy<br />

receiving the pie is in on the joke. Don't be afraid to sit down<br />

with a player, outline some general ideas of what you want to<br />

do with lycanthropy as an infection, and work with him to<br />

build a situation that's fun for everyone.<br />

Memories: Another topic to consider is how much a character<br />

remembers after a lycanthopic transformation ends. The core<br />

rules, as described above, allow a DC 15 Wisdom check for a<br />

PC to remember everything that happened. On one hand, this<br />

can allow a character the chance to realize his fate and work to<br />

correct it. On the other, if you want to use lycanthropy as a<br />

growing mystery, a single check can ruin everything. Once a<br />

PC knows he is a werecreature, he can immediately set about<br />

working to cure himself. At high levels, this is a trivial matter.<br />

At low ones, it is either very difficult or easy depending on the<br />

rules variations you choose to use. The greater the role you<br />

want an infection to play, the longer it should take for a<br />

character to realize what's going on.<br />

To stretch out the time it takes for a PC to realize he has the<br />

disease, you can use these optional rules that require a<br />

character to go through several layers of discovery before his<br />

condition dawns upon him. This method allows you to<br />

introduce hints slowly over time, rather than relying on a<br />

single saving throw that determines if the character knows<br />

everything or nothing.<br />

Each time a PC undergoes an involuntary transformation, he<br />

may make a Wisdom check (DC 15) with a +2 competence<br />

bonus per previous change. If he succeeds in this check, he<br />

learns information depending on the total result of his check.<br />

Consult the lycanthropy awareness table for more information.<br />

Lycanthropy Awareness<br />

Table<br />

Wisdom Check Total Result<br />

15 – 19 Vague Recall: The character remembers bits and<br />

pieces of what happened to him while<br />

he was transformed, but nothing<br />

specific beyond vague, blurry images.<br />

20 – 24 Partial Recall: The character can see the faces of<br />

anyone he attacked or extensively<br />

interacted with while in his other<br />

shape, along with one or two details<br />

of any places he visited.<br />

25+ Total Recall: The character has complete memory of<br />

anything that happened, as if he<br />

himself had committed the deeds of<br />

his own free will.<br />

Alignment Changes: The blanket rules that cause a<br />

character's alignment to permanently change might seem a bit<br />

harsh to some Game masters. These guidelines can be<br />

particularly troublesome for low-level parties, as they lack the<br />

resources to cure lycanthropy on their own. There are good<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 93


94<br />

reasons both for and against changing this rule, and in the end<br />

it comes down to your game mastering style and the tone you<br />

want to give to lycanthropy.<br />

The base rules as given above require a Will save (DC 15 + the<br />

number of times a character has turned into an animal) to<br />

avoid a permanent alignment change. By the same token, any<br />

character who willingly undergoes a change automatically<br />

assumes the lycanthrope race's listed, standard alignment. On<br />

one hand, this might seem like a harsh punishment.<br />

Lycanthropes have relatively low CRs, and the ability to<br />

essentially take a character out of the game is relatively<br />

powerful. Even if a character is forced into a non-evil<br />

alignment, this rule pushes a player to change his PC in ways<br />

that he might not want to. To many players, this is a fate worse<br />

than losing a beloved character. As was discussed earlier in this<br />

section, players grow attached to their PCs and hate any<br />

attempt to force fundamental changes to them. They might<br />

resent these rules and feel cheated by them.<br />

However, some groups are willing to roll with the punches the<br />

game delivers. Losing a character is part of the risk of playing<br />

RPGs, and death is not the only way in which a character can<br />

fall. Forcing a PC into an NPC role is an excellent way to create<br />

a new villain. Who knows the heroes' strengths and<br />

weaknesses better than someone who shared in their<br />

adventures? If the player doesn't mind the alterations to his<br />

character, you can change a trusted friend into a terrible<br />

enemy. This foe can strike where the characters are most<br />

vulnerable, targeting their loved ones and their friends, and<br />

working to oppose the goals they hold most dear.<br />

The alignment change does not need to be permanent. Perhaps<br />

a powerful spell such as wish can restore a character to his<br />

original state. Otherwise, some of the optional cures for<br />

lycanthropy can double as methods by which a party of<br />

adventurers can return a corrupted character to normal.<br />

Another thing to keep in mind is that the alignment change<br />

works in both directions. Just as a hero can fall to evil when he<br />

becomes a werewolf, so too can a foul villain turn to the path<br />

of good after an encounter with a werebear. There are many<br />

ways you can use this to fuel adventures in your campaign.<br />

Perhaps a local werebear ranger, long renowned as a powerful<br />

defender of the forest, falls in battle with a marauding bandit.<br />

A few weeks later, reports filter in of a new werebear who has<br />

appeared in the forest. When the characters go to meet him,<br />

they discover that this new guardian is the bandit. While they<br />

may want to avenge their fallen ally, the bandit's alignment<br />

change and new outlook compels him to fill his old enemy's<br />

place. In this situation, you can use the prospect of a cure as a<br />

tool to make the PCs' lives more interesting. Perhaps the<br />

bandit's friends want to return him to normal. If the characters<br />

trust the new werebear too much, they may live to regret it<br />

when he returns to the path of evil.<br />

Wererats and other clever lycanthropes might use their curse<br />

to subvert and recruit powerful leaders and merchants. The<br />

mayor might cut funding to the mercenaries who patrol the<br />

Chapter Three: Lycanthropy<br />

sewers after he is transformed into a wererat and recruited to<br />

their cause. Many science fiction movies use the concept of a<br />

hidden invasion to portray the slow downfall of society. Over<br />

time, an alien menace converts more and more people to its<br />

cause, either brainwashing them or physically transforming or<br />

replacing their bodies. Using a similar strategy, lycanthropes<br />

can infiltrate and subvert a town or city. This method works<br />

very well as the background for a campaign. While the PCs<br />

deal with other matters, the folk in town are slowly but surely<br />

brought into the lycanthropes' camp. Once the characters<br />

uncover the horrid conspiracy, they must act quickly before<br />

the foul beasts' plan can come to fruition. The characters might<br />

have to fight and kill old friends who have been turned into<br />

monsters. If you use the optional cures given in this book, the<br />

party might have to kill the head werecreature, uncover an<br />

artifact, or make some other great quest to turn their friends<br />

back to normal. All the while, they can never be sure that the<br />

friendly innkeeper or the local blacksmith is trustworthy. With<br />

the lycanthropes' spies and converts everywhere, the<br />

characters can never be truly safe.<br />

If these scenarios do not seem worth the risk of alienating a<br />

player, you can rule that the alignment change takes place only<br />

when a character enters his hybrid or animal form. These rules<br />

work particularly well with the ideas given for creating a<br />

second, bestial personality that controls the PC's dark half. In<br />

this situation, a character can remain in control as long as he<br />

avoids situations that force him to change his shape. Every<br />

injury in combat and every full moon can send him into a<br />

transformation. While the PC is relatively safe by day, each<br />

night is an ordeal that he must do his best to endure. Using<br />

these guidelines, you can portray a character as plagued by his<br />

terrible curse without allowing it to destroy his PC simply due<br />

to a failed saving throw.<br />

The Moon and<br />

Lycanthropes<br />

The moon has a tremendous effect on lycanthropes. As anyone<br />

who has seen any movie with a werewolf in it can tell you, a<br />

full moon brings out the beast in a werecreature. Most of the<br />

time, though, the moon fades into these creatures'<br />

background. After all, aside from afflicted lycanthropes the<br />

moon has little effect on them. This section introduces<br />

optional rules that you can use to add more flavor and detail<br />

to lycanthropes. It gives you a simple system of keeping track<br />

of the moon and introduces several special, magical effects that<br />

the moon can have on lycanthropes. For example, on the night<br />

of the blood moon the werewolves stalk across the land in<br />

search of quarry worthy of their attention. On the evening of<br />

the black moon, lycanthropes weaken and lose some of their<br />

abilities as the moon fades from the night sky. On some<br />

campaign worlds, several moons pass amidst the stars. Rules<br />

and guidelines cover such campaign settings and show you<br />

how to resolve werecreature abilities in lands where the moon<br />

is unknown or takes on a different form than normal.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes


The Phases of the Moon<br />

In a world of magic and strange monsters, the heavenly satellites<br />

that grace the night sky can undergo strange and frightening<br />

changes. This section presents a few different phases of the<br />

moon to complement the standard waxing and waning. Due to<br />

magical effects, the decree of gods, or meddling by wizards, the<br />

moon can exert its influence on werecreatures in a number of<br />

ways. The conditions given below are meant as examples you<br />

can use to add flavor to your campaign and draw a deeper<br />

connection between lycanthropes and different magical states<br />

that can affect the moon. Use some or all of them to grant the<br />

werecreatures you use special bonuses or drawbacks.<br />

One of the fun things you can do with these phases of the<br />

moon is to use them to set up a dangerous situation involving<br />

lycanthropes. For example, the characters might be engaged in<br />

a long-running struggle against a clan of wererats. With the<br />

night of the cloaked moon approaching, they know that they<br />

can expect a raid from the rats. The tension that builds as a<br />

night approaches can help add excitement and pressure to<br />

your campaign. Don't be afraid to alert the characters of an<br />

approaching event, as the anticipation can be just as<br />

frightening and trying as the event itself.<br />

When adding these lunar events to your campaign, consider<br />

how they fit into your world's mythology and religions.<br />

Perhaps they are natural events fueled by the ever-present ebb<br />

and flow of magic within the world. Otherwise, they could be<br />

caused by a divine figure linked to the moon, an artifact buried<br />

beneath the lunar surface, or an ancient curse that continues<br />

to exert its influence over the world. Lycanthropes might base<br />

holidays or religious ceremonies on these nights. For example,<br />

the night of the blood moon could signal the end of the<br />

werewolves' most important holy days. After several nights of<br />

feasting and celebration, they embark on an unholy crusade to<br />

set the tone for the coming year's raids and attacks.<br />

The Blood Moon: On this night, the moon hangs large and<br />

red in the sky. The sages whisper that it comes to pass on the<br />

eve of a great massacre, though whether this belief arose after<br />

or before the werewolves' great ram<strong>page</strong>s none can say. What<br />

is indisputable is that on this night the savage lupines gain<br />

tremendous strength and power, with an aggressive drive that<br />

matches their newfound abilities. For the length of the night,<br />

all werewolves gain a +4 bonus to Strength and Constitution.<br />

In addition, they may rage once during the night as a 1st-level<br />

barbarian. A werewolf with barbarian levels gains an<br />

additional use of the rage ability.<br />

The Cloaked Moon: On the night of the new moon,<br />

lycanthropes sometimes gain a mystical connection to the<br />

darkness and shadows that cover the land. Once every five<br />

years, the moon plunges into darkness and extends its murky<br />

disguise to include the lycanthropes that dwell across the<br />

world. On these nights, werewolves, weretigers, and other<br />

werecreatures gain a +4 competence bonus to all Hide and<br />

Move Silently checks. Shadows and darkness seem to follow<br />

them wherever they walk, concealing them from observers and<br />

muffling the few sounds they make.<br />

Chapter Three: Lycanthropy<br />

The Moon Bridge: This mighty lunar event takes place only<br />

once every century. If it occurred with greater frequency, the<br />

civilized folk of the world would have been forced to hunt<br />

down and defeat the evil lycanthropes for fear of their eventual<br />

destruction. On the night of the moon bridge, the werewolves<br />

gather in isolated forest clearings to wait for the full moon's<br />

glow. When it reaches them in all its radiance, it forms a<br />

gleaming, shimmering pathway that allows them to take part<br />

in the great hunt. Werewolves from across the world, from<br />

horizon to horizon, sweep across these moon bridges to find<br />

and hunt down great numbers of civilized, intelligent beings.<br />

Riding their moon bridges, they sweep down upon cities,<br />

towns, and villages, attacking good, evil, and neutral folk with<br />

equal abandon. As the night progresses, the wolves follow the<br />

bridges around the world. Eventually, the bridges extend back<br />

to their home territories, where the werewolves alight and<br />

finally rest after 24 hours of continuous fighting and pillaging.<br />

Luckily, the nature of the moon bridge forces the wolves to<br />

never tarry long in one place, but this is small comfort to the<br />

many people who lose loved ones and friends to their<br />

depredations. Legend holds it that the werewolves' fearsome<br />

god, Hurar the Pursuer, visits this evil upon the world to test<br />

his followers and to remind the folk of even the largest cities<br />

that the werewolves maintain an eternal vigil at the edge of<br />

civilization. The smallest mistake, the shortest lapse in<br />

defenses, and the werewolves will descend upon the<br />

countryside in the full fury of war.<br />

On this night, characters can expect to face werewolves who<br />

descend from the heavens on gleaming, magical bridges of<br />

moonlight. Even the most heavily defended cities face<br />

desperate trouble, as wolves leap down upon isolated homes,<br />

inns, taverns, and other poorly defended areas. After a halfhour<br />

or so of vicious, hard fighting, the surviving wolves<br />

return to the bridges and depart for fresh hunting grounds.<br />

Invariably, a few of the wolves' victims become afflicted<br />

lycanthropes, thus spreading the werecreatures' curse across<br />

the world.<br />

The Night of Void: On this darkest of nights, the moon and<br />

stars fade from the night sky. An absolute gloom covers the<br />

land. Legend tells that on this night the dead walk and dark,<br />

forgotten corners of the world fill with souls of the damned,<br />

demonic beasts, and other terrors. For lycanthropes, this night<br />

is perhaps their most trying hour. All lycanthropes lose their<br />

alternate forms and damage reduction. With their ties to the<br />

heavens temporarily severed, they spend the night cloistered<br />

in the safety of their dens, cities, and caves.<br />

The Peering Moon: The moon hovers in the night sky,<br />

casting its light upon everything that comes to pass beneath it.<br />

On the night of the peering moon, werecreature mystics can<br />

extend their magical reach to tie into the moon's position<br />

above the world. When casting a spell from the divination<br />

school, a werecreature gains a +5 bonus to its effective caster<br />

level. In addition, the save DC to resist such a spell increases<br />

by 5. On this night, some sages claim that they can see the<br />

faint outline of a humanoid face etched into the moon and<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes 95


96<br />

looking down upon the world. Lycanthrope spellcasters<br />

describe how their spells seem to swim into the moon's light<br />

and expand back down upon the world, soaking the lands<br />

below in the power of their magic. Werebear clerics and<br />

wizards use this night to track down their most hated enemies,<br />

collecting visions to drive their lodge mates in the coming<br />

years. Werewolves and wererats use it to find and investigate<br />

promising targets for raids and robberies, respectively.<br />

The Silver Moon: On some nights, the moon glows with a<br />

light seen only by those with the arcane ability to perceive it.<br />

Known as silver moons, these nights see an increase in the ebb<br />

and flow of arcane magic in the world. Anyone who uses detect<br />

magic during the night can sense a faint nimbus of alteration<br />

magic around the moon. Most spells function as normal.<br />

However, the lycanthropes' connection to the moon causes<br />

their magic to change in subtle ways. When a werecreature<br />

casts an arcane spell on a night of the silver moon, increase his<br />

effective caster level by one. In addition, save DCs versus such<br />

spells are increased by one. The silver moon's mystic aura<br />

reaches out to strengthen and improve magic employed by<br />

lycanthropes. Some sages believe that this phenomenon is a<br />

manifestation of a powerful artifact buried on the moon. Over<br />

the course of the year, it builds up arcane energy until it<br />

releases it during a single night.<br />

Multiple Moons<br />

In a campaign world with multiple moons, think about the<br />

various moons and the legends, stories, and myths attached to<br />

them. Perhaps one moon is seen as a malevolent influence,<br />

while another is a source of arcane magic. The moons might<br />

symbolize gods, or they could be the actual, physical form of<br />

deities. When looking at lycanthropes' relationship to the<br />

moons, you should outline the satellites' reputed natures and<br />

match them to the different lycanthrope species. For example,<br />

a dark moon normally linked to dark magic and necromantic<br />

practices might be linked to wererats, werewolves, and other<br />

evil lycanthropes. When this moon is full, those creatures<br />

assume their animal forms. Afflicted humanoids suffer the ill<br />

effects of lycanthropy as per a normal full moon. In contrast,<br />

the weretigers share a link with a golden moon that serves as<br />

the home of their goddess. As that moon waxes and wanes, so<br />

too do their fortunes. The black moon has no effect on them,<br />

though they know it signals the activities of their werewolf and<br />

rat enemies.<br />

Lycanthropes can also feel the effects of different<br />

configurations and interactions between the moons. Perhaps<br />

an afflicted lycanthrope is forced into his form when all five<br />

moons that appear in a world's sky are full. In this case,<br />

infected characters have quite a bit of time before they are<br />

forced to undergo a change. You can use this to give the party<br />

more time to cure anyone with lycanthropy, as it offers a<br />

convenient and logical way in which to stretch out the process<br />

of finding a way to break the curse.<br />

Chapter Three: Lycanthropy<br />

Belladonna and its<br />

Properties<br />

While perhaps the easiest tool for the prevention of<br />

lycanthropy, belladonna is a dangerous poison that can harm a<br />

patient while it cures him of his curse. Belladonna, also known<br />

as wolfsbane, is a flowering plant widely known for its toxic<br />

nature. It has red, bell-shaped flowers and green leaves that<br />

grow along its stem. It bears black, sweet berries that are<br />

poisonous if eaten. Belladonna requires a Fortitude save (DC<br />

13) to resist its effects. Its initial damage is 1d6 Strength, while<br />

its secondary damage is an additional 2d6 Strength.<br />

The link between lycanthropes and belladonna is unclear.<br />

Many herbalists believe that the plant's ability to sap a<br />

creature's physical strength has some sort of mystic connection<br />

to the curse of lycanthropy. Since a werecreature taps into a<br />

primal, bestial part of its personality for strength and ferocity,<br />

belladonna can sever that tie through its weakening effect.<br />

While the herb saps a creature's physical power, it also has an<br />

effect on its psychic health. Just as its muscles grow slack and<br />

weak, so too do the vicious, animal aspects of its personality<br />

diminish. Belladonna weakens these aspects to the point<br />

where the curse of lycanthropy withers and expires.<br />

Belladonna earned its common name of wolfsbane for its<br />

effectiveness against werewolves and other lycanthropes as a<br />

poison or a weapon. In the wild, werewolf packs take pains to<br />

avoid patches of the herb. Even werebears find it repellent.<br />

While they allow it grow within their domains, they never<br />

personally tend to it. Werebears endure it only because as<br />

caretakers of the forest they must preserve all of nature, not<br />

just the portions they find appealing.<br />

Wolfsbane can be prepared as a poison for use against<br />

lycanthropes. Other creatures are only affected by it if they<br />

ingest it, but the juice of its berries is a useful weapon poison.<br />

When used in this manner, it has a Fortitude save DC of 15<br />

and causes 1d6 Strength damage. Its secondary damage is 2d6<br />

Strength. This poison affects only lycanthropes. Other<br />

creatures struck with a weapon smeared with wolfsbane are<br />

unaffected by it.<br />

The belladonna plant is also useful in warding off<br />

lycanthropes. In areas suffering from a werewolf infestation,<br />

many peasants gather the plant and set it on their doors and<br />

windows. A lycanthrope must make a Fortitude save (DC 10)<br />

to move within 10 ft. of a sprig of freshly cut wolfsbane. A<br />

werecreature needs to make this save if it wants to move closer<br />

to the herb. If a creature carries belladonna up to a<br />

werecreature, it does not need to save nor does it have to move<br />

away from it. In combat, a lycanthrope can make this save each<br />

round. Once it succeeds, it does not need to save again for the<br />

rest of the encounter.<br />

A dose of wolfsbane poison costs 150 gp, while a plain sprig<br />

of belladonna costs 10 gp. A character can find a belladonna<br />

plant in a forested area with a DC 20 Survival check.<br />

Slaves Of The Moon: The Essential Guide To Lycanthropes

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