Friday, May 18, 2018

Less Respected Lycanthropes

Werewolves are always a classic. Werebears, equally solid. Weretigers, terrifying1. Weresharks, dangerous in the right environment. Werebats, kinda creepy. Even wereboars have their place, and wererats have a solid niche carved out as a sort of urban criminal organization. This entry is about the lycanthropes who don't hold that same position in the public imagination -- who are obscure, or not particularly fearful, or actively mocked by the populace.
A wereterrier addresses some werefowl in animal form.

Notes:
All stat blocks are based on 1st-level human commoners. A template is also provided.
It should be noted that all lycanthropes have the special qualities Lycanthropic Empathy and Curse of Lycanthropy. The former allows the lycanthrope to communicate with animals of the type specified (not very well, since they're still just animals), and gives them a +4 bonus to any checks to influence that animal's behavior. Curse of Lycanthropy indicates that if the lycanthrope draws blood with any of their natural weapons (teeth, horns, hooves), the injured individual must make a DC 15 Fortitude save to avoid contracting lycanthropy themselves.
It should also be noted that a distinction is made between natural lycanthropes -- i.e., people who were born lycanthropes (it's genetic) -- and afflicted lycanthropes -- i.e., people who acquired the curse of lycanthropy at some point. Natural lycanthropes are far more likely to have the stereotypical attributes described in these entries.

Wereram (or Weresheep)

Even though, obviously, members of any gender can contract this particular form of lycanthropy, the male wererams are substantially more dangerous than the female weresheep (it's the horns) and most transmission comes from wererams (via the horns), so if anyone ever bothers to talk about them, they usually say “wereram". Plus, no adventurer would ever want to say they fought a “weresheep" -- it just sounds silly.

Wererams are highly social; they will gather with other wererams if possible, but otherwise are happy to treat a non-lycanthropic social group as a surrogate flock. Largely, they tend to be extremely relaxed, go-with-the-flow types -- with notable exceptions. Wererams, like the sheep they resemble, insist on an established dominance hierarchy. If a male wereram perceives the leadership of their current “flock" to be up for grabs -- either if no leader is established, or if the current leader appears weak -- they become extremely aggressive and argumentative, attempting to establish themselves as the leader. This often must be resolved by a clear show of dominance in one direction or another -- not literally doing the butting-horns thing, but analogous. They also tend to be slightly more religious than average, and in some cases, this fills their need for a hierarchy -- their god is their leader, problem solved. As one may gather from this description, wererams overwhelmingly trend towards Lawful alignments.

In humanoid form, wererams tend to be excessively hirsute, with somewhat “woolly" body hair. They also frequently have flat, grinding teeth. Commonly, they will give the impression of being vaguely dopey, or demonstrate a habit of “zoning out" and staring into space. The men often have overdeveloped neck muscles, as if they're used to holding up something heavy with them.

In hybrid form, wererams sprout a full coat of wool, and their face lengthens slightly in a sheep-like fashion. A coating of keratin grows over the backs of their hands, giving their unarmed strikes a little extra oomph. Men grow huge, spiraling ram's horns -- afflicted wererams will find that this really screws with their sense of balance until they get used to it, and will have to make frequent Strength, Balance, or other relevant checks just to keep their head up and not stumble.

Stats

Human -- hp 15 (2d8+1d6+3), CR 3 XP 800, M. humanoid (shapechanger) Init +0 Speed 30ft AC 12 (+0 dex, +2 nat. armor) Base Atk +1 CMB 2; CMD 12, Atk shepherd's crook +2 (1d6+1) (reach, trip) Space 5ft.; Reach 5ft Special low-light vision, scent, sheep empathy Saves Fort +4, Ref +3, Will +3 Abilities Str 13, Dex 11, Con 12, Int 10, Wis 12, Cha 9 Skills Climb 4, Craft (woodworking) 1, Handle Animal 6, Perception 6, Perform (sing) 1, Profession (farmer) 4, Ride 2 Feats Animal Affinity, Iron Will, Run, Skill Focus (perception)

Hybrid -- hp 15 (2d8+1d6+3), CR 3 XP 800, M. humanoid (shapechanger) Init +0 Speed 30ft AC 13 (+1 dex, +2 nat. armor) Base Atk +1 CMB 2; CMD 12, Atk shepherd's crook +3 (1d6+2) (reach, trip), unarmed strike +2 (1d6+2), bite +2 (1d6+2), gore +2 (1d8+2) Space 5ft.; Reach 5ft. Special curse of lycanthropy, DR 10/silver, low-light vision, scent, sheep empathy Saves Fort +4, Ref +3, Will +3 Abilities Str 15, Dex 13, Con 12, Int 10, Wis 12, Cha 9 Skills Climb 5, Craft (woodworking) 1, Handle Animal 6, Perception 6, Perform (sing) 1, Profession (farmer) 4, Ride 3 Feats Animal Affinity, Iron Will, Run, Skill Focus (perception)

Animal -- hp 15 (2d8+1d6+3), CR 3 XP 800, M. humanoid (shapechanger) Init +0 Speed 40ft AC 13 (+1 dex, +2 nat. armor) Base Atk +1 CMB 2; CMD 12, Atk bite +2 (1d6+2), gore +2 (1d8+2) Space 5ft.; Reach 5ft. Special curse of lycanthropy, DR 10/silver, low-light vision, scent, sheep empathy Saves Fort +4, Ref +3, Will +3 Abilities Str 15, Dex 13, Con 12, Int 10, Wis 12, Cha 9 Skills Climb 52, Craft (woodworking) 1, Handle Animal 6, Perception 6, Perform (sing) 1, Profession (farmer) 4, Ride 33 Feats Animal Affinity, Iron Will, Run, Skill Focus (perception)

Template

  • Add 2d8 hit dice
  • +3 Fortitude, +3 Reflex
  • +2 Wisdom
  • +2 Dexterity, +2 Strength (hybrid or animal form only)
  • +1 Base Attack
  • Gain (2 + Int modifier) x2 skill points 
  • Gain the feats Iron Will and Skill Focus (perception)
  • Gain low-light vision and scent
  • Gain +2 natural armor
  • Hybrid and animal forms gain a Bite attack (1d6)
  • Unarmed strikes of the hybrid form increase in damage by one die type (e.g. 1d6 instead of 1d3) -- they may also do lethal damage at the lycanthrope's discretion.
  • Hybrid and animal forms gain a Gore attack (1d8) (males only; female sheep have no horns)
  • Animal form gains a 40ft. speed
  • Challenge Rating +2 (+3 if natural)
  • DR 5/silver in hybrid or animal form (afflicted lycanthropes)
  • DR 10/silver in hybrid or animal form (natural lycanthropes)
St. Mildred the Weresheep preaches to the denizens of the Far Realms.
(I dare you to explain this image any better.)

Wererabbit (also Werehare, Wereconey)

The great curse of being a wererabbit is not so much the shapeshifting; you'd think it might be stressful being a rabbit on the full moon, but it's not like foxes have silver teeth, you know? Also, they're much larger than your standard rabbit -- technically, their animal form is a “dire" rabbit, for what that's worth4. The point is, for a wererabbit in animal form, predators are just a minor annoyance, so their rabbit-experience really is fairly Disney; hopping about in fields of clover and whatnot. No, the problem is, once their wererabbit nature becomes known, the rest of their life is also fairly Disney -- in the exact wrong way.
In finding this image, I was painfully reminded that there are some Disney characters you DO NOT Google Image Search. Seriously, just don't. Trust me on this. It's grim.
That is to say, people thinking of you as a “bunny person" -- that there is your express ticket and all-access pass to nobody ever taking you seriously again. So, you know, wererabbits tend to be kind of secretive; if outed as a wererabbit, they may get defensive or develop a full-blown Napoleon complex. In some extreme cases, they might become bitter, nihilistic, and dangerous.
Some men just want to watch the world burn.5

Otherwise -- i.e., if not being mocked due to their condition -- wererabbits are generally non-confrontational, liable to freeze or flee if things get violent; even if they're well-equipped to deal with it, there's a certain instinctual resonance from the rabbit side of things. It's not uncommon for wererabbits to spend a lot of time at their local tavern, either drinking away their problems or trying the whole “hey, baby, you know what they say about rabbits, right?" thing. Plus, those rabbit instincts are telling them to be nocturnal, so they tend to be part of the nightlife generally. Rumors that wererabbits are unusually lucky -- due, of course, to their rabbit's feet, hahaha -- are probably just a joke and completely unfounded. Probably.

Visually -- in human form -- your average wererabbit tends to be a bit on the short side, with large ears and prominent front teeth. Some develop an odd facial tic that could be characterized as a “twitchy nose". In hybrid form, they develop a soft coat of hair, full rabbit ears, and a powerful set of legs -- the last allows for some impressive jumping.

Stats

Human -- hp 16 (2d8+1d6+6), CR 3 XP 800, M. Humanoid (shapechanger) Init +1 Speed 30 AC 13 (dex +1, natural +2) Base Atk CMB 0; CMD 11, Atk sling +2 (1d4) ; Space 5ft.; Reach 5ft Special low-light vision, rabbit empathy, scent Saves Fort +2, Ref +4, Will +0 Abilities Str 11, Dex 13, Con 8, Int 10, Wis 13, Cha 12 Skills Acrobatics 6, Handle Animal 7, Perception 6, Profession (farmer) 3, Ride 3 Feats Animal Affinity, Iron Will, Run, Skill Focus (Acrobatics)

Hybrid -- hp 16 (2d8+1d6+6), CR 3 XP 800, M. Humanoid (shapechanger) Init +1 Speed 30 AC 22 (dex +5, natural +7) Base Atk CMB 0; CMD 15, Atk sling +6 (1d4), bite +1 (1d6) ; Space 5ft.; Reach 5ft Special curse of lycanthropy, DR 10/silver, low-light vision, rabbit empathy, scent Saves Fort +2, Ref +8, Will +0 Abilities Str 11, Dex 21, Con 14, Int 10, Wis 13, Cha 12 Skills Acrobatics 10 (18 jumping), Handle Animal 7, Perception 6, Profession (farmer) 3, Ride 7 Feats Animal Affinity, Iron Will, Run, Skill Focus (Acrobatics)

Animal -- hp 16 (2d8+1d6+6), CR 3 XP 800, S. Humanoid (shapechanger) Init +1 Speed 60 AC 23 (dex +5, natural +7, size +1) Base Atk CMB -1; CMD 14, Atk bite +0 (1d6) ; Space 5ft.; Reach 5ft Special curse of lycanthropy, DR 10/silver, low-light vision, rabbit empathy, scent Saves Fort +2, Ref +8, Will +0 Abilities Str 11, Dex 21, Con 14, Int 10, Wis 13, Cha 12 Skills Acrobatics 10 (18 jumping), Handle Animal 7, Perception 6, Profession (farmer) 3, Ride 7 Feats Animal Affinity, Iron Will, Run, Skill Focus (Acrobatics)

Template

  • Add 2d8 hit dice
  • +3 Fortitude, +3 Reflex
  • +2 Wisdom
  • +8 Dexterity, +6 Constitution (hybrid or animal form only)
  • +1 Base Attack
  • Gain (2 + Int modifier) x2 skill points 
  • Gain the feats Iron Will and Run
  • Gain low-light vision and scent
  • Gain +2 natural armor (+7 in hybrid or animal form)
  • Hybrid and animal forms gain a +8 racial bonus on all Acrobatics checks that involve jumping
  • Hybrid and animal forms gain a Bite attack (1d6 M, 1d4 S)
  • Animal form gains a 60ft. speed
  • Challenge Rating +2 (+3 if natural)
  • DR 5/silver in hybrid or animal form (afflicted lycanthropes)
  • DR 10/silver in hybrid or animal form (natural lycanthropes)
Yeah, who's a ‘cute widdle bunny wabbit' NOW, asshole?"

Werefowl (definitely not Werechicken")

On the subject of not being taken seriously, meet the werefowl. Despite the fact that they are by no means the only lycanthropes who turn into fowl, which some suggest makes the term overly generic and confusing, they are very insistent about the terminology. Some will accept the gendered terms “wererooster" and “werehen", and a handful are okay with “werechook", but “werechicken" is a fighting word. The justification behind this distinction is that they don't really turn into a chicken, but into the junglefowl from which ordinary domestic chickens are descended. (Technically, this might make them werepheasants, but that doesn't go over too well either.) Really, though, it's just that the term “werechicken" is so... goofy-sounding.
Male & female junglefowl.
Image by George Edward Lodge, printed in A Monograph of the Pheasants by William Beebe
The life of a werefowl involves a lot of compensating for being a werefowl. They tend to speak with excessive bluster and bravado, and are quick to take offense. If they can afford it, they dress in flashy clothing. Werefowl often establish themselves as individuals deserving of respect by challenging anyone who shows disrespect to a duel. Anyone who finds this laughable, or expects a werefowl to be, well, “chicken", might do well to be reminded that chickens were likely originally domesticated for bloodsport, not food. In addition to their dueling prowess, werefowl also seem to develop the gift of prophecy with a significantly higher frequency than might be expected; some of history's greatest oracles were werefowl, though they tend not to advertise their lycanthropic condition.

Werefowl in hybrid form.
(Actually a Japanese breed of chicken called Shamo.)

Werefowl in human form tend to be red-faced, with large, beak-like noses; some develop an unfortunate neck wattle. They trend towards a wiry build and have impressive reflexes. In hybrid form, they develop scaly, saurian feet (this is tough on shoes, so many werefowl go barefoot), a coating of colorful feathers, a hard beak, and a reddish “comb" on top of their head. In addition, their necks lengthen and become more flexible, so as to allow them to peck their opponents more easily. In animal form, they very much resemble the junglefowl, but larger and more impressive; like the wererabbits, their animal form is technically “dire", so they reach the size of a large wild turkey, with noticeably rougher, scalier skin and a dangerously solid build. It is not unheard of for some werefowl to wear metal spurs of the type used in cockfights, adjusted to fit their hybrid or animal form -- they are difficult to use, but deadly on the claws of an expert.
Cockfighting spurs in East Timor.
By Alex Castro - https://www.flickr.com/photos/cruzalmeida/4757358049/in/photostream/


Stats

Human -- hp 30 (2d8+1d6+18), CR 3 XP 800, M. Humanoid (shapechanger) Init +5 Speed 30 AC 13 (dex +1, natural +2) Base Atk 1 CMB 0; CMD 11, Atk Dagger +2 (1d4-1/19-20) Space 5ft.; Reach 5ft. Special chicken affinity, low-light vision Saves Fort +4, Ref +4, Will +3 Abilities Str 9, Dex 13, Con 12, Int 10, Wis 12, Cha 11 Skills  Handle Animal 6, Perception 6, Profession (farmer) 4, Ride 3 Feats Animal Affinity, Improved Initiative, Iron Will, Weapon Finesse

Hybrid -- hp 30 (2d8+1d6+18), CR 3 XP 800, M. Humanoid (shapechanger) Init +5 Speed 30 AC 19 (dex +2, natural +7) Base Atk 1 CMB 0; CMD 12, Atk Dagger +3 (1d4-1/19-20) Full Atk 2 claws +3 (1d4-1) Space 5ft.; Reach 5ft. Special chicken affinity, curse of lycanthropy, DR 10/silver, low-light vision Saves Fort +9, Ref +4, Will +3 Abilities Str 9, Dex 15, Con 22, Int 10, Wis 12, Cha 11 Skills  Handle Animal 6, Perception 6, Profession (farmer) 4, Ride 3 Feats Animal Affinity, Improved Initiative, Iron Will, Weapon Finesse

Animal -- hp 30 (2d8+1d6+18), CR 3 XP 800, S. Humanoid (shapechanger) Init +5 Speed 40, fly 30 (clumsy, drift) AC 20 (dex +2, natural +7, size +1) Base Atk 1 CMB 0; CMD 12, Atk bite +3 (1d4-1/19-20) Full Atk 2 claws +3 (1d3-1) Space 5ft.; Reach 5ft. Special chicken affinity, curse of lycanthropy, DR 10/silver, low-light vision Saves Fort +9, Ref +4, Will +3 Abilities Str 9, Dex 15, Con 22, Int 10, Wis 12, Cha 11 Skills  Fly -2, Handle Animal 6, Perception 6, Profession (farmer) 4, Ride 3 Feats Animal Affinity, Improved Initiative, Iron Will, Weapon Finesse

Template

  • Add 2d8 hit dice
  • +3 Fortitude, +3 Reflex
  • +2 Wisdom
  • +2 Dexterity, +10 Constitution (hybrid or animal form only)
  • +1 Base Attack
  • Gain (2 + Int modifier) x2 skill points 
  • Gain the feats Iron Will and Improved Initiative
  • Gain low-light vision
  • Gain +2 natural armor (+7 in hybrid or animal form)
  • Hybrid and animal forms gain a Bite attack (1d6 M, 1d4 S)
  • Hybrid and animal forms gain 2 Claw attacks (1d4 M, 1d3 S); given that these are the same claws they are standing on, they can only be used in a full-round attack.
  • Animal form gains a 40ft speed
  • Animal form gains a 30ft Fly speed (clumsy) and the ability Drift:
    • Drift (Ex) -- A chicken flies in short bursts and can’t use its fly speed to hover. When it flies, a chicken must end its move action by landing or perching on a solid surface. 
  • Challenge Rating +2 (+3 if natural)
  • DR 5/silver in hybrid or animal form (afflicted lycanthropes)
  • DR 10/silver in hybrid or animal form (natural lycanthropes)

Werefowl Spur

Light Exotic Weapon; Dmg (S) 1d4, (M) 1d6; Critical x3; 1 lb.
Usually sold in pairs and worn one on each foot.
“No, I don't need help getting untangled -- shut up."

Wereleech

The wereleech is, for reasons that almost don't need explaining, generally not very popular or particularly welcome in society. No matter how nice a person you are, there's a certain “you turn into a what?" visceral factor among the non-hematophagous population that's just difficult to get past. As a result, wereleeches tend to live in solitude or small communities with each other, out in the swamps. It is not uncommon, however, for people to venture into the swamp to consult with wereleeches if they know where to find them; many wereleeches are expert healers, and the wereleech communities jealously guard secrets of herblore otherwise lost or undiscovered. Out in their huts in the swamp, the wereleeches are quiet and patient, enjoying peaceful if simple lives. They often spend many hours at a time relaxing in the water in leech form. Said leech form is not a normal leech, of course -- see “Leech, Giant" in your nearest bestiary.

In human form, the wereleech tends to have very sparse or fine hair, and commonly goes bald early. Their skin is disconcertingly slick, and they're always ever-so-slightly more damp than one might expect. Their facial features are small and unobtrusive -- small eyes, small ears, small nose -- except for wide, wide mouths full of sharp, sharp teeth.

In hybrid form, the wereleech's face vanishes almost entirely. Their nose and ears are no longer in evidence, and their eyes are only distinguishable if you look very closely. Their head is almost entirely occupied by their huge, leech-like maw. Their body is segmented in this form, and their skin is a slick grayish color; they are also abnormally flexible, as if their endoskeleton is just solid enough to keep them bipedal. 
Leech mouth.

Stats

Human -- hp 29 (3d8+1d6+12), CR 4 XP 1200, M. Humanoid (shapechanger, aquatic) Init 0 Speed 30 AC 12 (natural +2) Base Atk 2 CMB 1 (9 when grappling); CMD 11, Atk Dagger -1 (1d4-1/19-20) Space 5ft.; Reach 5ft. Special blindsight, leech empathy, scent Saves Fort +4, Ref +1, Will +3 Abilities Str 9, Dex 11, Con 12, Int 13, Wis 14, Cha 8 Skills Heal 6, Knowledge (nature) 6, Perception 5, Stealth 4 (12 in swamps), Survival 6 Feats Iron Will, Self Sufficient, Skill Focus (knowledge [nature])

Hybrid -- hp 29 (3d8+1d6+12), CR 4 XP 1200, M. Humanoid (shapechanger, aquatic) Init 1 Speed 30 AC 13 (dex +1, natural +2) Base Atk 2 CMB 1 (9 when grappling); CMD 12, Atk Dagger -1 (1d4-1/19-20), bite -1 (1d6-1, attach) Space 5ft.; Reach 5ft. Special amphibious, attach, blood drain, blindsight, curse of lycanthropy, DR 10/silver, leech empathy, scent, vulnerability to salt Saves Fort +6, Ref +2, Will +3 Abilities Str 9, Dex 13, Con 16, Int 13, Wis 14, Cha 8 Skills Heal 6, Knowledge (nature) 6, Perception 5, Stealth 5 (13 in swamps), Survival 6 Feats Iron Will, Self Sufficient, Skill Focus (knowledge [nature])

Animal -- hp 29 (3d8+1d6+12), CR 4 XP 1200, M. Humanoid (shapechanger, aquatic) Init 1 Speed 5, swim 20 AC 13 (dex +1, natural +2)  Base Atk 2 CMB 1 (9 when grappling); CMD 12, Atk Bite -1 (1d6-1, attach) Space 5ft.; Reach 5ft. Special amphibious, attach, blood drain, blindsight, curse of lycanthropy, DR 10/silver, leech empathy, scent, vulnerability to salt Saves Fort +6, Ref +2, Will +3 Abilities Str 9, Dex 13, Con 16, Int 13, Wis 14, Cha 8 Skills Heal 6, Knowledge (nature) 6, Perception 5, Stealth 5 (13 in swamps), Survival 6 Feats Iron Will, Self Sufficient, Skill Focus (knowledge [nature])

Template

  • Add 3d8 hit dice
  • +3 Fortitude, +1 Reflex, +1 Will
  • +2 Wisdom
  • +2 Dexterity, +4 Constitution (hybrid or animal form only)
  • +2 Base Attack
  • Gain (2 + Int modifier) x3 skill points 
  • Gain the feat Iron Will
  • Gain a +8 bonus on Stealth when in swamps
  • Gain a +8 bonus on Grapple checks
  • Gain blindsight and scent
  • Gain +2 natural armor
  • Hybrid and animal forms gain a Bite attack (1d6)
  • Hybrid and animal forms gain the special abilities Attach and Blood Drain.
    • Attach -- The wereleech automatically latches onto its target when it successfully makes a bite attack. The wereleech is considered grappling, but the target is not. The target can attack or grapple the wereleech as normal, or break the attach with a successful grapple or Escape Artist check.
    • Blood Drain -- The wereleech drains blood at the end of its turn if it grapples a foe, inflicting 1 Str and 1 Con damage.
  • Hybrid and animal forms gain the special quality Amphibious.
    • Amphibious -- Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
  • Hybrid and animal forms gain Vulnerability to Salt.
    • Vulnerability to Salt -- A handful of salt burns a wereleech as if it were a flask of acid, causing 1d6 points of damage per use.
  • Animal form drops to a 5ft land speed
  • Animal form gains a 20ft Swim speed
  • Challenge Rating +3 (+4 if natural)
  • DR 5/silver in hybrid or animal form (afflicted lycanthropes)
  • DR 10/silver in hybrid or animal form (natural lycanthropes)

Oddly, I can't find any medieval marginalia with anthropomorphic leeches.
You get this 19th-century image instead.

Weregoat

“What," you say, “weregoats? Didn't we have weresheep at the beginning? How different can they be?" Oh, my sweet summer child -- the wereram and the weregoat are as night and day. Wererams are largely relaxed, go-with-the-flow, social, pious types, of Lawful alignment and sometimes unironically described as “docile". Weregoats trend hard towards Chaotic alignment, acknowledge no other as their master, and will cheerfully fuck you up on a whim if they think you deserve it. They are assertive, irreverent, individualistic, stubborn, contrary, and somewhat abrasive. If the community in which they live gets tired of them playing the gadfly, the weregoat thinks little of pulling up metaphorical stakes and heading off to live alone in the hills; they don't feel any particular need to live in communities anyway.

In appearance, the weregoat is moderately unsettling, mostly due to their eyes; even in human form, weregoats can have pupils of oddly rectangular shape, to varying degrees of distinctiveness. Weregoats of all genders have the overdeveloped neck muscles common to male wererams -- both male and female weregoats develop impressive horns in hybrid and animal form. In addition, weregoats of all genders develop facial hair at an increased rate; women may or may not bother to trim it off, and men frequently sport caprine beards.
Kind of an “Uncle Sam" style.
In hybrid form, weregoats grow horns, hair, and hooves. Well, hooves on the legs; the hands get just enough keratin to give them the same unarmed-strike advantage as the wereram. Their eyes go full goat, and they usually grow the goat's characteristic beard.
In case someone needs reminding what a goat face looks like.
Photo by Johan Hansson
https://commons.wikimedia.org/w/index.php?curid=40576853

Stats

Human -- hp 19 (2d8+1d6+6), CR 3 XP 600, M. Humanoid Init 0 Speed 30 AC 13 (dex +1, natural +2) Base Atk CMB 1; CMD 12, Atk Club +1 (1d6) Space 5ft.; Reach 5 Special goat empathy, low-light vision, scent Saves Fort +4, Ref +3, Will +3 Abilities Str 10, Dex 13, Con 12, Int 13, Wis 12, Cha 7 Skills Acrobatics 3 (7 jumping) Climb 4, Craft Wood Working 5, Handle Animal 4, Heal 3, Profession (farmer) 4, Perception 2, Ride 3, Survival 4 (8 finding food) Feats Animal Affinity, Iron Will, Nimble Moves, Self Sufficient

Hybrid -- hp 19 (2d8+1d6+6), CR 3 XP 600, M. Humanoid Init 0 Speed 30 AC 15 (dex +2, natural +3) Base Atk CMB 2; CMD 14, Atk Club +2 (1d6+1), bite +2 (1d6+1), unarmed strike +2 (1d6+1), gore +2 (1d8+1) Space 5ft.; Reach 5 Special curse of lycanthropy, DR 10/silver, goat empathy, low-light vision, scent Saves Fort +5, Ref +4, Will +3 Abilities Str 12, Dex 15, Con 14, Int 13, Wis 12, Cha 7 Skills Acrobatics 3 (7 jumping) Climb 4, Craft Wood Working 5, Handle Animal 4, Heal 3, Profession (farmer) 4, Perception 2, Ride 3, Survival 4 (8 finding food) Feats Animal Affinity, Iron Will, Nimble Moves, Self Sufficient

Animal -- hp 19 (2d8+1d6+6), CR 3 XP 600, M. Humanoid Init 0 Speed 40 AC 15 (dex +2, natural +3) Base Atk CMB 2; CMD 14, Atk bite +2 (1d6+1), gore +2 (1d8+1) Space 5ft.; Reach 5 Special curse of lycanthropy, DR 10/silver, goat empathy, low-light vision, scent Saves Fort +5, Ref +4, Will +3 Abilities Str 12, Dex 15, Con 14, Int 13, Wis 12, Cha 7 Skills Acrobatics 3 (7 jumping) Climb 4, Craft Wood Working 5, Handle Animal 4, Heal 3, Profession (farmer) 4, Perception 2, Ride 3, Survival 4 (8 finding food) Feats Animal Affinity, Iron Will, Nimble Moves, Self Sufficient

Template

  • Add 2d8 hit dice
  • +3 Fortitude, +3 Reflex
  • +2 Wisdom
  • +2 Dexterity, +2 Strength, +2 Constitution (hybrid or animal form only)
  • +1 Base Attack
  • Gain (2 + Int modifier) x2 skill points 
  • Gain the feats Iron Will and Nimble Moves
  • Gain low-light vision and scent
  • Gain the following skill modifiers:
    • +4 Acrobatics when jumping
    • +4 Survival to find food
  • Gain +2 natural armor (+3 in hybrid or animal form)
  • Hybrid and animal forms gain a Bite attack (1d6)
  • Unarmed strikes of the hybrid form increase in damage by one die type (e.g. 1d6 instead of 1d3) -- they may also do lethal damage at the lycanthrope's discretion.
  • Hybrid and animal forms gain a Gore attack (1d8)
  • Animal form gains a 40ft. speed
  • Challenge Rating +2 (+3 if natural)
  • DR 5/silver in hybrid or animal form (afflicted lycanthropes)
  • DR 10/silver in hybrid or animal form (natural lycanthropes)
No, I have no idea what that wooden thing is.
This entry was originally intended to be something like thrice as long, before I discovered how time-consuming writing these things up is; doing the stats tends to bog me down more than I expected. When I got to this point, I still had a list that included, among others:
  • weredeer
  • werepossum
  • wereshrew
  • weretoad
  • werefinch
  • wereraccoon
  • wereterrier
  • weresquirrel
This is long enough, though, and I have other crap I should be working on, so I deleted the blank entries; maybe I'll come back to them later.


1 I am led to believe from other sources (specifically, the "Let's Read the AD&D 2nd Edition Monstrous Manual" PDF compiled and archived on the Monsters and Manuals blog) that, for those who were introduced to the 2nd Edition monster manual at a formative age, the weretiger also occupies a confusing place in their libido thanks to the following illustration:
I think this is DiTerlizzi's work.

2 This applies to climbing steep slopes and whatnot; anything that requires fingers is obviously not an option in animal form.
3 I mean, I guess? I don't know how that'd work.
4 Dire Rabbit -- hp 12 (2d8+6) CR 2 XP 600 Small Animal Init 3 Speed 60 AC 19 (dex +3, size +1, natural +5) Base Atk 1 CMB 7 CMD 14 Atk bite +1 (1d4) Space 5ft.; Reach 5ft. Special low-light vision Saves Fort +6, Ref +7, Will +3 Abilities Str 11, Dex 18, Con 17, Int 2, Wis 16, Cha 9 Skills Acrobatics 2 (10 when jumping), Perception 3 Stealth 16 Feats Run 
Dire rabbits can be domesticated.
Actually a Flemish Giant Rabbit -- photo by Stamatisclan
https://commons.wikimedia.org/w/index.php?curid=16783251
5 Someone please, please run a game where the villain is a wererabbit based on Bugs Bunny. And then tell me all about it.
6 Yes, I am fully aware that one of the more widely known theories as to the etymology of “werewolf" is that the first element is from Old English were ‘male person', which fell out of use once man became specifically masculine instead of gender-neutral. Following the logic of that derivation, the terms should be “wererooster" and “wifhen". But then we'd want to apply the same logic to all lycanthropes, and I think we can just pass on the whole concept of unnecessarily gendering our monsters. 
7 Dire Chicken -- hp 19 (2d8+10) CR XP 600 Small Animal Init Speed 40, fly 30 (clumsy; drift) AC 16 (+1 size, +5 natural) Base Atk 1 CMB CMD 9 Atk bite +3 (1d4); Full Atk 2 claws +3 (1d3) Space 5ft.; Reach 5ft. Special drift, low-light vision Saves Fort +8, Ref +4, Will +3 Abilities Str 11, Dex 13, Con 20, Int 2, Wis 16, Cha 17 Skills Fly –3, Perception +8 Feats Improved Initiative

Drift (Ex) -- A chicken flies in short bursts and can’t use its fly speed to hover. When it flies, a chicken must end its move action by landing or perching on a solid surface. 

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