Thursday, May 24, 2018

Bestiary: Laantaug

Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things.
-- J.R.R. Tolkien, The Two Towers 
I'm dreaming again / Of life underground / It doesn't ever move / It doesn't make a sound.
-- Oingo Boingo, “Just Another Day"
This is an entry designed to answer one of those strange, niggling questions that arise in your standard D&D setting -- specifically, what supports the Underdark ecosystem? This comes up whenever people start asking too many questions about the vast subterranean world that is often assumed in D&D settings -- since, you know, the drow, duergar, grimlocks, troglodytes, &c. need a place to live. (Patrick Stuart, who wrote a whole book about the underground world in D&D, posted a relevant item.)

The whole debate tends to go something like this:
So these huge cities of drow, what do they eat?
Oh, they raise herds of these animals called rothé -- kind of like underground cattle.
Cool, cool; so what do the rothé eat?
Cave fungus.
Right, but cattle eat a lot. Raising herds of bovines is a tremendously energy-inefficient proposition; even using calorie-dense feed, you still need something like ten pounds of matter for every one pound of beef you produce... is there really that much fungus?
Yes. So much fungus. The Underdark is packed with all kinds of fungus.
So what does the fungus feed on? It still needs to get energy from somewhere.

More fungus, okay? It's fungus all the way down.
That makes no sense. Energy doesn't appear from nowhere; up on the surface, everything comes back to getting energy from the sun, but there's no solar radiation down here...

Fine, it's friggin' magic radiation or something.

It's what?

The drow priestess stabs you in the face.


Anyway, I'm designing something that can at least partially address this issue. This might turn into something of a series, addressing some of the oddities of the D&D world -- I already have an idea for a creature that explains those huge, anachronistic sewer systems you sometimes find in otherwise-medieval-European towns.1

This particular creature was inspired by a video of chemosynthetic communities taken by the Okeanos Explorer last month. I looked into these sea-floor ecosystems and borrowed a number of ideas: the chemosynthesis of giant tube worms, the ecological value of a whale fall, the extreme sexual dimorphism of the anglerfish, and the body plan of a sea cucumber. All of this gives us the:

Laantaug

“Laantaug" is, according to current linguistic theories, a corruption of an Aklo compound meaning “smoke worm".2 This is, technically, speaking, a misnomer -- the vapors that characterize a laantaug ecosystem are not actually smoke, but a chemical soup that emerges from the burrows of the male laantaug.3 Said vapors are the only evidence most subterranean peoples ever see of the laantaugs' existence; one would have to enter the poisonous vapor in order to see the laantaug females, and the laantaug males typically burrow deep, far from population centers. The latter, however, are occasionally encountered by unlucky explorers.

A male laantaug is vaguely serpentine -- imagine a sea cucumber, enlarged until it's five or six feet long, and thick enough that, if you were to hug it for some reason (don't), you would just barely be able to touch your hands together behind it.
Here's a fun reference image if you need one.
Illustration by Charles Frederick Holder, in Along the Florida Reef, published 1892.
 Retrieved from the Freshwater and Marine Image Bank, University of Washington.
The male laantaug is deceptively fast, pulling itself along on dozens of tentacle-like feet, and dangerous to the unprepared. Thankfully, one rarely encounters them by accident -- they spend the majority of their adult lives creating and tending their burrows, and you'll only see them if their burrow accidentally intersects a tunnel you're trying to traverse. If you do encounter one, however, you will not only have to deal with the dangerous contents of their burrows -- which are essentially mini-ecosystems completely hostile to humanoid life -- but with their ability to re-purpose their burrowing capabilities for self-defense. They burrow by means of acidic secretions, and will respond to any threat by spitting acid at it or, if in close quarters, wrapping themselves around it and letting their skin's coating of acidic substances do the work. Their thick layers of rubbery skin and alarming strength make them difficult opponents if you don't know what you're getting into. They are also completely unbothered by fighting in the darkness -- laantaugs are eyeless, and rely on their other senses to interact with their environment.
Here's another fun reference image -- its mouth is against the sand here.
Thelenota ananas  |  Photo by David Burdick -- NOAA Photo Library


Laantaug stats (male)

CR 7; XP 3200
Medium Animal
Init +2; Senses Tremorsense 30ft., Blindsight 30ft; Perception +14

Defense

AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
hp 95 (9d8+54)
Fort +12, Ref +8, Will +5
Immunities: Acid

Offense

Speed: 30 ft., climb 30 ft., burrow 30 ft.
Melee Attack: bite +10 (1d6+4)
Ranged Attack: acid cpit +8 (3d6)
Special Attacks: Constrict (1d6 +4d6 acid +4)

Statistics

Str 18, Dex 14, Con 22, Int 2, Wis 14, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats: Greater Grapple, Improved Grapple, Improved Natural Armor, Lunge
Skills: Perception +14
Special Qualities: Tremorsense 30ft, Blindsight 30ft

Special Abilities

Constrict (Ex): A laantaug can crush an opponent, dealing 1d6+4 bludgeoning damage and 4d6 acid damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage).
Acid Spit (Ex): A laantaug can spit acid up to 60 feet as a ranged touch attack. This attack causes 3d6 damage; using it is a standard action.
Deleterious Bite (Ex): Anyone bitten by a laantaug must make a Fortitude save DC 20 or be nauseated for 7 rounds.

Ecology

Environment: Subterranean
Organization: Solitary or Cluster (1-12 females, 12-144 males)
Treasure: I guess you could harvest the acid, or some rare fungi.


The female laantaug is a different story. It's virtually impossible to encounter one by accident, as they spend their adult lives largely sessile, moving only to ensure continued access to the burrows the males produce. The chemical soup said burrows emit makes the area in which a laantaug cluster is located extremely difficult to traverse; the air is extremely toxic, and navigation is made difficult by the thick, opaque billows of dark-yellowish vapor that characterize these clusters. So, generally, if you're getting near a place where female laantaugs might be found, you know about it well before you actually run into one.

The female laantaug also secretes acid, but does not exactly burrow with it, just hollows out a living space. Female laantaugs grow continuously over the course of their life, and are truly massive by the time they reach adulthood.
Imagine that those things around it are trees. That size.
Giant california sea cucumber; image from NOAA.
Their acidic secretions mean that the cavern in which they have settled grows with them; if they become large enough to press uncomfortably against the sides or the roof of the cavern, they simply dissolve the stone until they are comfortable again. In this manner, it is theoretically possible for a laantaug cluster to intersect with another inhabited space underground, but it's rare -- which is good, because the scale of such an event and the toxicity of the vapors involved makes it less like a monster encounter and more like a natural disaster -- think limnic eruptions but with a bonus of giant acid-spitting worms flailing about in confused aggression.



Accidentally breaking through into a laantaug cluster is also a serious mining hazard, to be avoided not just because of the danger, but because of the embarrassment. Delving too greedily & too deep and awakening a balrog is one thing; delving too greedily & too deep and being killed by toxic worm smoke is not something you want mentioned in your epitaph.
Old illustrations of sea cucumbers are unexpectedly delightful.
F. Huth -- Report on the scientific results of the voyage of H.M.S. Challenger during the years 1873-76
In the normal course of their life, female laantaugs remain in their caverns, only moving when necessary, increasing the size of their cluster, growing over the course of centuries to truly geologic proportions, until an illness or similar manages to kill them off. (They are biologically immortal, and don't die of old age; they just keep getting bigger.) They are able to defend themselves from anything that manages to brave the noxious haze of their cavern, though; though they can't spit acid, they can smack predators around with their tentacles pretty well, or just gradually steamroll over them.
And then you'd get this view.
Illustration by Alfred William Alcock in Naturalist in Indian Seas, published 1902.
Retrieved from the Freshwater and Marine Image Bank, University of Washington.
As a bonus, the cavern in which a cluster of laantaugs makes its home gradually also becomes home to exotic extremophile varieties of bacteria and fungi. A female laantaug provides a large and stable biomass, and is often extensively colonized by symbiotic or parasitic organisms; direct contact with one, unless you've somehow managed to develop an immunity to diseases that aren't really found anywhere else, is usually not healthy.


Laantaug stats (female)

CR 10; XP 9600
Colossal Animal
Init -4; Senses Low-Light Vision, Tremorsense 30ft, Blindsight 30ft; Perception +25

Defense

AC 30, touch -2, flat-footed 30 (-8 size, -4 Dex, +32 natural)
hp 176 (13d8+117)
Fort +17, Ref +4, Will +13
Defensive Abilities Half Damage from Weapons
Immunities Acid

Offense

Speed 5 ft.
Melee: 2 tentacles +3 (3d6+2 plus disease)
Space 40 ft.; Reach 40 ft.
Special Attacks: Engulf (DC 18, 1d8 acid plus disease), Disease (Ex) (injury, save DC 25, onset 1d3 days, frequency 1 day, effect 1d6 Con damage, cure 2 consecutive saves)

Statistics

Str 15, Dex 2, Con 28, Int 3, Wis 28, Cha 10
Base Atk +9; CMB +19; CMD 25
Skills: Perception +25
SQ Animal Traits, Blindsight 30ft

Special Abilities

Engulf (Ex): A laantaug can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The creature merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the creature, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a DC 18 Reflex save to avoid being engulfed; on a success, they are pushed back or aside (target's choice) as the creature moves forward. Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the creature's body until they are no longer pinned, and are subject to 1d8 acid damage plus disease each round. The save DC is Strength-based.
Disease Attack (Ex): A laantaug causes disease in those it contacts.  A laantaug's disease has a fortitude save DC of 25, an onset of 1d3 days, a frequency of 1 day, causes 1d6 con damage, and takes two consecutive saves to cure. The save DC is constitution-based.

Ecology

Environment: Subterranean
Organization: Cluster (1-12 females, 12-144 males)
Treasure: Standard amounts, but entirely composed of gems, unrefined metals, and  gear of others who stumbled into this area.


So now the fun part -- the ecology section. (I know that sounds sarcastic, but you have to admit that the ecology of D&D monsters really is often the fun part.) Disclaimer going in: I'm in English Linguistics, not any sort of life sciences, so don't expect this to be scientifically plausible to any degree. All of my bio knowledge is based on high school courses and a habit of falling into Wikipedia rabbitholes. So just fill in any bits of severe implausibility with “magic" or “specialized microorganisms".
Also, I'm going to keep putting old drawings of sea cucumbers here.
From Description de l'Égypte : ou, Recueil des observations et des recherches qui ont été faites en Égypte
pendant l'expédition de l'armée française. 
Accessed through the New York Public Library's Digital Library.
The life cycle of a laantaug starts with an egg, hatching in the toxic vapors of a laantaug cluster. The laantaug larva, one of hundreds hatched in its clutch, is immediately thrown into intense competition with its fellows. Not yet having developed the chemosynthesizing ability of an adult laantaug, they have to survive by grazing on the extremophile fungus that grows in the cluster, and they also have to dodge predation by the few other animals that can survive in this environment. The first year or so of its life is spent like this, growing large enough that it can venture out of the cluster -- at this time, it is roughly the size of a field mouse.
They look something like this.
Illustration by Ernst Haeckel in Kunstformen der Natur, published 1904.
By this point in the laantaug's life, it has had enough time to build up a significant internal colony of the symbiotic bacteria that are essential to the adult laantaug's feeding process. The laantaug does not have these bacteria at birth; its time in the cluster ensures that it is exposed to them on a regular basis, and eventually acquires a symbiotic “infection" that takes up residence in its digestive system. The bacteria convert various gases and chemicals that have accumulated in pockets within the rock into organic molecules from which the laantaug can extract nutrition. The laantaug exhales excess gases and unusable compounds in the form of a dark yellowish vapor, which is why it was called the “smoke worm". Said vapor smells vile, and is both toxic and flammable -- some of the gases the laantaug seeks out are methane and various sulfides.
From Treasures of the Deep: a Descriptive Account of the Great Fisheries and Their Products, published 1876.
Juvenile laantaugs may remain in the same cluster where they were born, provided that the cavern in which the cluster is located has the resources to sustain them. If the chemicals available in the region aren't enough to sustain additional laantaugs, they will seek out a place where said chemicals are available and start a new cluster. The male juveniles, who are much more numerous, will mature and begin to construct burrows once they find such a place -- these will gradually become deep, labyrinthine systems of tunnels carved out as the laantaug searches for the chemical deposits they require. Odds are good that the laantaug has inadvertently carried some spores over from the cluster where they were born, so that the aforementioned extremophile fungus will begin to line the walls of their burrow -- which is fine, as it can function as an emergency food service when needed.4
I looked up the original source of this image to get the citation right, and the Google Translate version produced the following sentence: “They wish to learn from us more about the synapses that the anchor used long before the invention of navigation, and about the Chirodians, who set thousands of crystal locomotive wheels in motion at once." I have no clue what it's trying to say there, but the Lost Civilization of the Chirodians might be a future entry.
(I did figure out that “Chirodian" was supposed to be “Chiridota".)
From “Freuden der Mikroskopie" in Die Gartenlaube.
At the opening of a laantaug's burrow, a conical structure of partially-dissolved stone (which will gradually dry and solidify again) gradually develops, consisting of the material that they have had to excavate from their burrow. Explorers in the subterranean realm sometimes refer to these as “worm chimneys", and it's not uncommon for someone to come up with a harebrained scheme to brave the toxic vapors and access these chimneys -- in addition to the mundane stone, the chimneys contain any chunks of material that the laantaug found difficult to dissolve and just shoved out of the burrow whole -- which could include gems or hard metal ores. There might also be nothing, but people have gotten rich off of these things before, and hope springs eternal.
They are not dissimilar in appearance to these “black smoker" vents.
By Rogers AD, Tyler PA, Connelly DP, Copley JT, James R, et al. in “The Discovery of New Deep-Sea
Hydrothermal Vent Communities in the Southern Ocean and Implications for Biogeography"
The worm chimneys constantly vent the sort of vapors that a laantaug needs to survive -- the male laantaug metabolizes what they need, then allows the rest to escape the top of the vent.5 The escaping vapor is meant to attract juvenile female laantaug, who will seek out one of these chimneys and settle down by it before maturing into its sessile adult form. Thus, a new cluster begins to form. The female laantaug feeds on the vapor coming out of the chimneys, and the strange little laantaug ecosystem begins to develop around her.
From Report on the scientific results of the voyage of H.M.S. Challenger during the years 1873-76
After the male laantaug reaches a certain point in its life -- it is unknown whether this is tied to age directly, or some other trigger -- then it will emerge from its burrow and, much like the anglerfish,6 enter into a direct symbiotic relationship with the female, eventually being absorbed almost entirely. This allows the female to essentially self-fertilize whenever there are sufficient resources for a new clutch of eggs. Ideally, by this point, several male laantaugs have established burrows in the area, so that there are plenty of resources available for the female and her eventual offspring even after one chimney stops producing. There may even be multiple females, if the region is sufficiently rich in resources.
By Alfred G. Mayer in Sea-Shore Life: the Invertebrates of the New York Coast and the Adjacent Coast Region, published 1906.
So that's the laantaug life cycle. As alluded to, however, there is an entire miniature ecosystem built around them. Fungus grows on and around the laantaug, and a handful of species of isopods and gastropods are able to survive the hostile environment well enough to feed on the fungus and laantaug larvae, or parasitize the female laantaug. Other, more conventional organisms prey on any animals that get close enough to the edge of the toxic region.
Here's a gastropod that lives near deep-sea hydrothermal vents.
Its shell and scales are partially composed of iron compounds.
I might have to give this guy his own entry.
By Kentaro Nakamura, Hiromi Watanabe, Junichi Miyazaki, et al. in “Discovery of New
Hydrothermal Activity and Chemosynthetic Fauna on the Central Indian Ridge at 18°–20°S
".
The real impact, however, comes when a female laantaug dies. This could come to pass for any number of reasons -- the organisms parasitizing her could have gotten out of control, or the necessary chemicals in the region might be getting used up, or maybe there was a cave-in. When this happens, the other organisms in the laantaug ecosystem explode in population -- the amount of food represented by a dead creature of that size simply cannot be overstated. As the laantaug carcass is consumed, the isopods and gastropods that have so dramatically increased in population will start venturing far afield in search of food, and will provide a sudden boost in food for the predators that live outside the noxious haze of the chimneys, and so on.
Giant isopods are a pretty cool example of a scavenger that
would be thematically appropriate here. I think I've done enough
with crustaceans for now, though, so she'll have to wait a while.
Photo by Eric Kilby -- https://commons.wikimedia.org/w/index.php?curid=44436161
In the rare case that a laantaug cluster fails, and the chimneys stop producing vapors, the effect is magnified intensely -- not only is there more meat available for the scavengers, since the entire cluster has died, but it's accessible to more organisms. This event has such a dramatic impact on the ecosystem that sapient beings for miles around will notice the population of wild animals spiking... then, once the laantaug carcasses are finally consumed by fungus & scavengers, and the scavengers are eaten in their turn, nearby sapient beings will notice lots of hungry predators looking for a new food source.

So there's the laantaug. A sea cucumber the size of a village that creates ecosystems based around chemosynthesis, thus providing a much-needed infusion of energy and biomass into the Underdark. If I were more diligent about these things, I'd also tell you about the unusual properties of the fungus that grows in laantaug clusters and maybe make some kind of ruling about harvesting their acid, but I think this is plenty for now.

1 Yes, yes, sewer technology is thousands of years old. If your world is based on the Roman Empire or the Indus Valley Civilization, sewers are reasonable. Medieval Europe was kind of short on sewers, however, and definitely didn't have the massive labyrinthine ones that sometimes crop up in D&D games. Now, back on track, please.
2 Why, yes, I am making notes for a possible Aklo language post in the future. I'm currently trying to decide whether Aklo or Goblin would be the better choice for the next entry in that particular series. If you have thoughts or other requests, do let me know.
3 Come to that, they're not really worms, either.
4 Unlike giant tube worms, the original digestive system of the laantaug never completely atrophies.
5 Methane is lighter than air, and the laantaug's burrow is warm enough to cause an updraft effect.
6 I'm calling out the inspiration directly so that you can look it up yourself if you need more detail.

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. 

Tuesday, May 15, 2018

Language: Gnoll

I don't know about y'all, but when I'm naming NPCs and villages and whatnot, I tend to get kind of obsessive about doing it “right". Slapping together a bunch of phonemes until it sounds thematically correct just doesn't work for me. In the past, I've used the strategy of picking a real language, applying some simple sound changes, and using that, so the names can always mean something and have some linguistic consistency. (For instance, the fallen civilization of the reptilian peoples spoke a fricative-heavy version of Hittite.)

This has never worked right for gnolls. I mean, they're hyena-people, so it just feels weird to go, “okay, gnolls speak Portugese" -- gnoll speech should sound like growls and whoops, not like human speech. My general practice has been to just transcribe sounds my dog makes, which gets pretty close, but it's still kind of haphazard and I don't end up with words that mean anything.

So I've decided to fix that. I figure I can throw together a simple grammar & phonology, generate a list of random Gnoll words, and then pull vocabulary from the Swadesh list and stuff that I think is probably relevant to gnoll society. Then I'll be able to generate names for gnoll NPCs, tribes, & whatnot and have them actually mean something and be internally consistent. And I'll put it up here in case anyone else is as weird and obsessive as I am about this sort of thing.

If you just want the final result, here’s the PDF.

The rest of this post is self-indulgent rambling about the reasoning behind the choices I made designing the language.