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LycanthropeπŸ”—

Shapechangers with a human and an animal form.

  • Human form: Have physical characteristics reminiscent of the associated animal type.
  • Mundane damage immunity: In animal form, can only harmed by silver weapons or magic.
  • Languages: In human form, can speak normally. In animal form, they can only speak with animals of the associated type.
  • Armor: Not used because it hinders shape-changing.
  • Summon animals: Can summon 1–2 animals of the associated type from the surrounding area (wererats summon giant rats. These arrive in 1d4 rounds.
  • Wolfsbane: If hit, must save versus poison or flee in terror.
  • Reversion: If killed, a lycanthrope reverts to its human form.
  • Scent: Horses and some other animals can smell lycanthropes and will become afraid.
  • Infection: A character who loses over Β½ their hit points from lycanthropes’ natural attacks (i.e., bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.

Devil SwineπŸ”—

Corpulent humans who can change into huge swine. Love to eat human flesh. Lurk in isolated human settlements close to forests or marshes.


Armor Class 3 [16] (9 [10] in human form)
Hit Dice 9* (40hp)
Attacks 1 Γ— gore (2d6) or 1 Γ— weapon (1d6 or by weapon) or 1 Γ— magic (charm)
THAC0 12 [+7]
Movement 180’ (60’) / 120’ (40’) in human form
Saving Throws D8 W9 P10 B10 S12 (9)
Morale 10
Alignment Chaotic
XP 1,600
Number Appearing 1d3 (1d4)
Treasure Type C

  • Shapechange: Only at night.
  • Ambush: Prefer to attack by surprise.
  • Charm person: 3 times a day. Save versus spells at -2 or be charmed: move towards the devil swine (resisting those who try to prevent it); obey the devil swine’s commands (if understood); defend the devil swine; unable to cast spells or use magic items; unable to harm the devil swine. Killing the devil swine breaks the charm.
  • Charmed victims: 1d4-1 accompany a devil swine.

WerebearπŸ”—

Highly intelligent, also in bear form. Dwell alone or among normal bears.


Armor Class 2 [17] (8 [11] in human form)
Hit Dice 6* (27hp)
Attacks 2 Γ— claw (2d4), 1 Γ— bite (2d8)
THAC0 14 [+5]
Movement 120’ (40’)
Saving Throws D10 W11 P12 B13 S14 (6)
Morale 10
Alignment Neutral
XP 500
Number Appearing 1d4 (1d4)
Treasure Type C

  • Amiable: May be friendly, if approached peacefully.
  • Bear hug: If both claw attacks hit a victim in the same round, the werebear can hug for an extra 2d8 automatic damage.

WereboarπŸ”—

Semi-intelligent and irascible. In human form, they often appear like berserkers.


Armor Class 4 [15] (9 [10] in human form)
Hit Dice 4+1* (19hp)
Attacks 1 Γ— tusk/bite (2d6)
THAC0 15 [+4]
Movement 150’ (50’)
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 9
Alignment Neutral
XP 200
Number Appearing 1d4 (2d4)
Treasure Type C

  • Battle rage: In human form, may enter a berserk rage: +2 to hit; fight to the death. Rage sometimes causes them to attack their allies.

WereratπŸ”—

Intelligent, humanoid rats who can change into normal humans.


Armor Class 7 [12] (9 [10] in human form)
Hit Dice 3* (13hp)
Attacks 1 Γ— bite (1d4) or 1 Γ— weapon (1d6 or by weapon)
THAC0 17 [+2]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (3)
Morale 8
Alignment Chaotic
XP 50
Number Appearing 1d8 (2d8)
Treasure Type C

  • Surprise: On a 1–4; set ambushes.
  • Languages: Can speak Common in both forms.
  • Weapons: May also use weapons in animal form.

WeretigerπŸ”—

Exhibit feline behaviour: curious, but dangerous when cornered. Talented swimmers and trackers.


Armor Class 3 [16] (9 [10] in human form)
Hit Dice 5* (22hp)
Attacks 2 Γ— claw (1d6), 1 Γ— bite (2d6)
THAC0 15 [+4]
Movement 150’ (50’)
Saving Throws D10 W11 P12 B13 S14 (5)
Morale 9
Alignment Neutral
XP 300
Number Appearing 1d4 (1d4)
Treasure Type C

  • Surprise: On a 1–4, due to stealth.

WerewolfπŸ”—

Semi-intelligent pack hunters.


Armor Class 5 [14] (9 [10] in human form)
Hit Dice 4* (18hp)
Attacks 1 Γ— bite (2d4)
THAC0 16 [+3]
Movement 180’ (60’)
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 8
Alignment Chaotic
XP 125 (leader: 300)
Number Appearing 1d6 (2d6)
Treasure Type C

  • Leader: Groups of 5+ are led by a werewolf with 5HD (30hp). The leader gains a +2 bonus to damage rolls.