FANTASY CORE RPG
UNDEAD AND
DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris,
2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Werewolf Lord
There
are those rare individuals born with a bestial shapechanging ability from a
supernatural conception. The ceremony
needed to create such an event is rare to find and difficult to enact say the
least. Few magic-users would wish to
create such a powerful creature that might prove uncontrollable, but desperate
people looking for a savior, a ruler, or an instrument of vengeance may try
it. (Note that other animal forms may be
used in other environments.) Werewolf
Lords are not necessarily malevolent, though they may have a violent temper. As such a creature is usually created by
magic-users (Wizards, Warlocks, Witches, Gypsies, Druids),
they are often brought up learning how to use magic. Thus, Werewolf lords aren’t just physically
impressive, they may sling spells as well.
Werewolf Lords are often born to rule. The example here is a Prince, a Werewolf Lord
at their peak form, likely the legitimate ruler of their area, loved or hated
by their subjects. A large, civilized
country would be unlikely to accept such a creature as ruler, no matter how
powerful. So the Werewolf Lord likely
rules a small, backwoods, out-of-the-way kingdom.
Werewolf Lord
(Prince)
HD 10 (d12), Hp 120, AC 14 (Natural in either form),
Enhanced Init +4, Going into battle AC 18 (Full Plate Mail specially built to
accommodate their Man-Wolf form)
Fort +11, Ref +11, Will +11
Melee: (Man-Wolf
form) 2 att/rd +14 to hit Claw 1d8+4, if both Claw attacks hit the same
opponent add Bite 2d6+4
(Human form) +14 to hit, Great Sword 2d6+4
Berserk:
(Man-Wolf form only) 4 att/rd +10 to hit, 2 x Bite, 2d8+4 and 2 x Claw
1d10+4. Must roll a DC 18 Fort Sv to
continue Berserk attack, 4 rds max. Cannot
move or attack for 1 rd after going Berserk, but can defend themselves. Can only use once per Encounter, must have at
least a short rest afterward the battle.
Ranged: (Human
form only) +14 to hit, Longbow 1d8 or Heavy Crossbow 1d10
Immune to
disease, including supernatural diseases such as Lunacy.
Shapechange:
Werewolf Lords can take either human or Man-Wolf form. They can change form at will (1 rd), but will
normally stay in human form unless going into battle.
Infravision
Tracking (scent, Man-Wolf only) +6,
Invisibility is useless against a Werewolf Lord at Short range, unless their
sense of smell is somehow interfered with.
Regal Power:
As a ruler, a Prince would have command of an army (though likely a small
one). They would have personal
bodyguards and a network of spies in their land.
Banes and Habits:
A silver knife is used to take blood from the mother and father during the
conception ceremony. Thus, a Werewolf
Lord is vulnerable to silver and
takes double damage from it. Werewolf Lords are powerful, but as mortal as
any normal human. Nearly any Werewolf
Lord is prone to have a violent temper.
It’s just a question of what triggers an episode. While generally very intelligent (in either
man or Man-Wolf form), they will lose all their good sense and go berserk, thus
making them vulnerable to some clever strategy or even attacking their own
allies.
Werewolf Lords normally stay in human form. Going into battle, they will choose whichever
form is most advantageous, but will generally prefer throwing an armored Man-Wolf
slaughter party against their enemies.
Final Destruction:
A Werewolf Lord may be killed in the same manner as any other man, but good
luck doing so.
Ancient Ones:
The ceremony to create a Werewolf and a Werewolf Lord are essentially the
same. (Since the Werewolf Lord is born
with their powers, rather than choosing to take them, they have free will in
their actions, without being compelled by a demon.) These ceremonies are an incomplete version of
the original ancient beast-form ceremony.
These creatures were immortal, with the power of a Werewolf Lord, and
the ability to infect others with Lunacy.
There are no known Ancient One Werewolves in the world and such monsters
have retreated into legend, along with the ceremony to create them. Perhaps.
There’s no telling what lurks in the deepest, darkest woods.
Werewolf Lord Spells:
Spellcheck: +8, Save Against: DC 17, 2 cumulative failures in a
turn/encounter.
Werewolf Lords must be in human form to cast spells. They are unable to cast spells beyond 4th
level and considered to be 8th level spellcasters.
Common Werewolf Lord Spells (This is only a suggested
list of spells.)
1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Cause Fear: One creature of 5 HD or less flees for
1d4 rounds. (Will Sv)
Charm Person: Makes one person your friend. 8 turns.
(Will Sv)
Disguise Self: Changes your appearance. 8 turns. Disrupted if injured, Will Sv to see through
it, but only if suspicious.
Expeditious Retreat: Your speed increases by 30 ft. 1
turn/level.
Magic Missile: 12 impact damage + Knocked
down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into magical slumber, 1
turn. (Fort Sv)
True Strike: +10 on your or another’s next attack
roll.
2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 12 acid damage + -1 to non-Dex
bonus/magic AC. (Ref Sv all damage) Short range.
Arcane Lock: Magically locks a portal or chest.
Permanent. (Caster Check)
Detect Thoughts: Allows "listening" to
surface thoughts. 10' range. 8 rds.
Fog Cloud: Fog obscures vision. Fills confined area
or 40' sq. 8 turns.
Invisibility: Subject is invisible for 8 rds or until
they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells.
Disrupted by any hit.
Knock: Opens locked or magically sealed door. (Caster
Check)
3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Clairaudience/Clairvoyance: Hear or see at a distance
for 8 rds. Line of sight, through 1
wall.
Dispel Magic: Cancels magical spells and effects.
Roll a normal Spellcheck to cast, then also compare that to DC 11 + ½ the
original caster’s level. Both must be
successful to dispel the magic. If the
just the Spellcheck is successful, it doesn't count as a spell failure (Caster
Check)
Fireball: 14 fire damage + 1d6 continuing
damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) Medium range. Note
that this spell does have the capacity to set off flammable objects in the
area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 10 turns.
Disrupted by any hit.
Hold Person: Paralyzes one humanoid for 10 rounds.
(Will Sv) Disrupted by any hit.
Lightning Bolt: 14 electrical damage + Stun 1
rd + Knocked Down. (Ref Sv ½ damage) Medium range.
4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Arcane Eye: Invisible floating eye moves 30
ft./round. 10 turns
Charm Monster: Makes monster believe it is your
ally. Encounter/turn. (Will Sv)
Stoneskin: Ignore 10 points of damage per attack.
Encounter.
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