Primal Lycanthropes: a more traditional take on the lycanthrope template


Homebrew and House Rules


Hey everyone,
recently i complained on the B5 wishlist thread that I wasn't entirely happy with the way lycanthropes work in Pathfinder (and 3.X for that matter).

So I decided to take matters into my own hands and bring you the primal lycanthrope. This template will help you produce lycanthropes much closer to the old werewolf folk tales.
These lycanthropes don't fuss around with hybrid and animal forms, and aren't nearly as good at self-control as the lycanthropes you know from the bestiaries. Instead they turn into rampaging, musclebound monsters, part man, part beast, all blood-lust.
While the afflicted version is closer to the traditional folk tales of werewolves that only change on full moons, the natural version also allows for a version that can still change shapes at will, albeit for a limited amount of time, unless there is a full moon out.

I hope you enjoy:

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Primal Lycanthropes
There is a breed of lycanthropes more primitive than their more common kin. These creatures commonly referred to as “primal”, “feral” or even “true” lycanthropes have less control over the beasts lurking within them, and when these beasts break free they are much more fearsome and savage. Because of this other lycanthropes refer to primal lycanthropes as “the truly cursed”.

Like regular lycanthropes, primal lycanthropes can be born naturally or be created by lycanthropic affliction. However both natural and afflicted primal lycanthropes are capable of passing the curse on to others. What is perhaps most remarkable about this is that the bite of a primal lycanthrope can devolve its more sophisticated kin into primal lycanthropes as well.

Primal lycanthropes only change between to shapes, humanoid and beast; in beast form they resemble a more primal, monstrous form of a regular lycanthrope’s hybrid form. They are typically hunched forward and sport pronounced muscles and wicked claws and teeth. The transformation of a primal lycanthrope is not as harmonious as its relatives’; the primal lycanthrope has to endure excruciating pain, as its body slowly extends and takes on its bestial features while clothing and equipment gets torn apart by its expanding muscles.

Once transformed a primal lycanthrope is consumed by a frenzied bloodlust and immediately starts seeking prey. While afflicted primal lycanthropes become mindless, blood crazed beasts, their natural counterparts remain lucid in this state but still experience a strong desire to hunt, fight and kill. As a result they quickly resort to violence as a solution for most problems, especially if they can direct it against a living creature.

While much more powerful than common lycanthropes, primal lycanthropes have less control over their beast forms. An afflicted primal lycanthrope only changes when the full moon is out and is otherwise incapable of triggering the shape change, while natural primal lycanthropes are able to shift shapes at will, they can only maintain beast form for a limited amount of time as long there is no full moon. During their bestial rampages primal lycanthropes expend so much energy, that once reverted back to humanoid form they become heavily exhausted and often require a proper rest before being able to function normally again.

It is not uncommon for primal lycanthropes, to have the animal side of a dire animal, primal dire werewolves are especially numerous. Primal often band together in packs resembling those of their related animal, with a dire lycanthrope as the alpha.

Skinwalkers descended from primal lycanthropes are very similar to other skinwalkers but have an increased tendency towards aggressive demeanor, violent outbursts, lunacy and are more susceptible to rabies.

Creating a Primal Lycanthrope
“Primal Lycanthrope” is an inherited (for natural primal lycanthropes) or acquired (for afflicted primal lycanthropes) template that can be added to any humanoid.

Challenge Rating: Same as base creature or base animal (whichever is higher) +2.
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The primal lycanthrope takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature's size. A lycanthrope's beast form is the same size as the base animal or the base creature, whichever is larger.
AC: In beast form the lycanthrope has the natural armor bonus of the base animal increased by +8.
Defensive Abilities: A primal lycanthrope gains DR 10/silver in beast form.
Speed: Same as the base creature. In beast form use the speed of the base creature or base animal, whichever is higher.
Melee: In beast form a primal lycanthrope gains a bite attack (1d6 damage for a medium lycanthrope) and two claw attacks (1d4 damage for a medium lycanthrope) as well as any natural attacks of the base animal. If the base animal already has a bite or claw attacks, it uses the attack with the higher damage dice.
Special Attacks: A primal lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In beast form it gains the special attacks, qualities, and abilities of the base animal. A primal lycanthrope also gains low-light vision, scent, and the following:

Change Shape (Su)
Primal lycanthropes have two forms—a humanoid form and a beast form. Equipment does not meld with the new form between humanoid and beast form; worn equipment is torn apart, breaks and falls as the lycanthrope changes shape, worn magic items other than magic armor adjust to the new form and magic armor falls off without being damaged. A natural lycanthrope can shift between humanoid and beast form as a full-round action. On nights when the full moon is visible the time it can stay in beast form is only limited by the arrival of sunrise, after sunrise or if it has assumed beast form at any other time than a full moon night a natural lycanthrope can only stably maintain beast form for a number of minutes equal to its constitution score, each full minute after this time it has to succeed at a DC 15 fortitude check to maintain beast form further. This time and the time between fortitude checks double at night, as long as it is not a new moon. An afflicted lycanthrope cannot change shapes voluntarily. On nights when the full moon is visible, an afflicted lycanthrope shifts into beast form automatically. It reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. An exhausted primal lycanthrope cannot shift from humanoid to beast form. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Curse of Lycanthropy (Su)
A primal lycanthrope's (afflicted or natural) bite attack in beast form infects a humanoid target with primal lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. A creature that is already a normal lycanthrope can still contract the curse of lycanthropy from a primal lycanthrope, however it does not gain this template in addition to its own lycanthrope template, instead this replaces it. The lycanthrope keeps its own base animal instead of gaining that of the primal lycanthrope it contracted the curse from. Also if the lycanthrope was a natural lycanthrope before, it becomes a natural primal lycanthrope rather than an afflicted one.

Lycanthropic Familiarity (Ex)
In any form, primal lycanthropes are recognized by members of their base animal’s species as a member of that species (this does not automatically mean that these animals will not be hostile towards them however).

Bestial Rage (Ex)
When a primal lycanthrope assumes beast form, it automatically enters a frenzied rage guided by its animalistic instincts. While in beast form, the primal lycanthrope loses all weapon, shield and armor proficiencies and enters a rage. This works the same way as a barbarian’s rage class feature but lasts as long as the lycanthrope remains in beast form and cannot be ended any other way than turning back to humanoid form. This rage consumes so much energy that a primal lycanthrope that shifts to humanoid form becomes exhausted for a number of minutes equal to the number of rounds it spent in beast form. 8 hours of rest remove any amount of exhaustion caused this way. When an afflicted lycanthrope reverts to humanoid form it instinctually seeks a safe place to rest before gaining lucidity and rests for 8 hours.

Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes beast form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In beast form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.

Primal Lycanthropy
A creature that catches primal lycanthropy becomes an afflicted primal lycanthrope, but shows no symptoms (and does not gain any of the template's adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes beast form and forgets his or her own identity. The character remains in beast form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition.

A remove disease or heal spell cast by a cleric of 12th level or higher cures the affliction, provided the character receives the spell within 3 days of the infecting lycanthrope's attack. Alternatively, consuming a dose of wolfsbane gives an afflicted lycanthrope a new Fortitude save to recover from lycanthropy.


A cool reconstruction of classic lycanthropy, but I think +8 natural armor AND DR 10/silver may be pushing it a bit. I'd have to test it though. Other than that, I like what I see.


I gave it that much natural armor because it loses all benefits from worn armor and takes an additional hit due to rage. Its AC will be lower than that of any normal lycanthrope with a melee class in hybrid form.


I forgot something under Change Shape:

When in beast form, a primal lycanthrope can't speak. An afflicted primal lycanthrope also can't understand language, but it can be communicated with using speak with animals as though it were an animal of its base animal type.

Also i'm thinking it might make more sense to change it so that magical equipment, other than armor melds with the beast form. Just because a hulking werewolf in star robes and decked out with jewelry would not exactly give the iconic look.


Seems pretty balanced to me. I immediately understood the purpose of the +8 natural armor.

I also like the claws natural attack you added. It makes the lycanthrope deadlier and add a more savage aspect to the creature.

However, gaining claw attack change the physiology of an animal. To use claw, you need shoulder mobility and wrist movements that the shape of, for instance, a wolf, can't perform easily. It's even more problematic if you use this template on a boar, a crocodile or a shark.

According to me, primal werewolf animal shape isn't so animal. It looks more like a true monster. It should be written clearly in the change shape description that you can't pass for a normal animal in beast form (at least, not for anyone with a decent knowledge nature check).

You could also add a specific emotional trigger (pain, fear, etc.) that could allow an afflicted lycanthrope to change shape for Constitution x minute. It fit pretty well with the rage aspect of the transformation.

I'am also interested about the relation between primal lycanthrope and normal lycanthrope.


Thanks!

The beastshape of a primal lycanthrope is not supposed to be like that of the animal, it's more like a more bestial version the hybrid form of a regular lycanthrope, hulking and monstrous.
Rather like this or this.
So yes you are right, that should go into the shape change ability's description.

I like the idea with the emotional trigger, I have to think about it.

As for relation between primal and normal lycanthropes, I have thought about it a bit, but i wasnt sure wether to take this decision away from the GM.
In my own version i would have it as follows:
Primal lycanthropes see normal lycanthropes and skinwalkers of their type as kin and generally don't attack them unless threatened or provoked, even when in beast form.
More social lycanthrope kinds, such as werewolves and werebats even go so far as to accept primals of their kind into their communities. Afflicted primals however are unpredictable and nearly impossible to control, which is why they are mistrusted by some communities. They are typically locked away on full moon nights, unless their bestial strength and savagery are of use. By day they are generally allowed to go free among their kind.


I just think about it. The +2 CR is perfect when the creature is in hybrid form, but totally worthless when in normal form. In the case of the afflicted lycanthrope, it means that you only deserve your CR at full moon. I think an alternate shape-shifting trigger to afflicted lycanthrope is necessary if you don't want to add more bonus in human shape.

Talking about normal form, could the normal shape benefit from the animal senses ? The traditional werewolf is always described as more bestial, even when in normal shape. Scent, low-light vision and other animal senses are very flavourful and not to strong to keep in normal shape. Nothing is more badass than an old ranger sniffing a track as a wolf ^^

About the Bestial Rage, I propose you to add some skills to the list of skills that can be used in rage, especially for the natural lycanthrope predator aspect. Stealth and Escape Artist could be very usefull to a deadly hunter.


Sounds and looks good from what I've read. Though I'd like to recommend that when you post an item for submission you not provide the full fluff or provide it in a spoiler.

I'm sorry but I've been seeing a lot of fluff recently and in my opinion it gets a bit tiring reading page after page of fluff. Rather focus on the numbers myself is all.

Though everyone looks great.


I'll keep it in mind, thank you.


Leaving a dot here, since this seems pretty cool.

Also, are they always Chaotic Evil or are there variants?


They should have the same alignment tendencies as regular lycanthropes, but they can also vary. An afflicted lycanthrope in beast form is invariably chaotic evil though.


Here's an update based on the suggestions. I haven't figured out how to best include an emotional trigger for afflicted transformation.

Primal Lycanthropes

Fluff:
There is a breed of lycanthropes more primitive than their more common kin. These creatures commonly referred to as “primal”, “feral” or even “true” lycanthropes have less control over the beasts lurking within them, and when these beasts break free they are much more fearsome and savage. Because of this other lycanthropes refer to primal lycanthropes as “the truly cursed”.

Like regular lycanthropes, primal lycanthropes can be born naturally or be created by lycanthropic affliction. However both natural and afflicted primal lycanthropes are capable of passing the curse on to others. What is perhaps most remarkable about this is that the bite of a primal lycanthrope can devolve its more sophisticated kin into primal lycanthropes as well.

Primal lycanthropes only change between to shapes, humanoid and beast; in beast form they resemble a more primal, monstrous form of a regular lycanthrope’s hybrid form. They are typically hunched forward and sport pronounced muscles and wicked claws and teeth. The transformationof a primal lycanthrope is not as harmonious as its relatives’; the primal lycanthrope has to endure excruciating pain, as its body slowly extends and takes on its bestial features while clothing and equipment gets torn apart by its expanding muscles.

Once transformed a primal lycanthrope is consumed by a frenzied bloodlust and immediately starts seeking prey. While afflicted primal lycanthropes become mindless, blood crazed beasts, their natural counterparts remain lucid in this state but still experience a strong desire to hunt, fight and kill. As a result they quickly resort to violence as a solution for most problems, especially if they can direct it against a living creature.

While much more powerful than common lycanthropes, primal lycanthropes have less control over their beast forms. An afflicted primal lycanthrope only changes when the full moon is out and is otherwise incapable of triggering the shape change, while natural primal lycanthropes are able to shift shapes at will, they can only maintain beast form for a limited amount of time as long there is no full moon. During their bestial rampages primal lycanthropes expend so much energy, that once reverted back to humanoid form they become heavily exhausted and often require a proper rest before being able to function normally again.

It is not uncommon for primal lycanthropes, to have the animal side of a dire animal, primal dire werewolves are especially numerous. Primal often band together in packs resembling those of their related animal, with a dire lycanthrope as the alpha.

Primal lycanthropes see normal lycanthropes and skinwalkers of their type as kin and -even when in beast form- generally don't attack them unless threatened or provoked. More social lycanthrope kinds, such as werewolves and werebats even go so far as to accept primals of their kind into their communities. Afflicted primals however are unpredictable and nearly impossible to control, which is why they are mistrusted by some communities. They are typically locked away on full moon nights, unless their bestial strength and savagery are of use. By day they are generally allowed to go free among their kind.

Skinwalkers descended from primal lycanthropes are very similar to other skinwalkers but have an increased tendency towards aggressive demeanor, violent outbursts, lunacy and are more susceptible to rabies.

Creating a Primal Lycanthrope
“Primal Lycanthrope” is an inherited (for natural primal lycanthropes) or acquired (for afflicted primal lycanthropes) template that can be added to any humanoid.

Challenge Rating: Same as base creature or base animal (whichever is higher) +2. Afflicted primal lycanthropes have this CR only during full moon nights. Otherwise they have the same CR as the base creature.
Alignment: Unchanged, however natural primal lycanthropes have tendencies toward certain alignments similar to their normal kin. An afflicted primal lycanthrope is chaotic evil while in beast form, but in humanoid form reverts to their normal alignment.
Size and Type: The creature (referred to hereafter as the base creature) gains the shapechanger subtype. The primal lycanthrope takes on the characteristics of some type of animal (referred to hereafter as the base animal) within one size category of the base creature's size. A lycanthrope's beast form is the same size as the base animal or the base creature, whichever is larger.
AC: In beast form the lycanthrope has the natural armor bonus of the base animal increased by +8.
Defensive Abilities: A primal lycanthrope gains DR 10/silver in beast form.
Speed: Same as the base creature. In beast form use the speed of the base creature or base animal, whichever is higher.
Melee: In beast form a primal lycanthrope gains a bite attack (1d6 damage for a medium lycanthrope) and two claw attacks (1d4 damage for a medium lycanthrope) as well as any natural attacks of the base animal. If the base animal already has a bite or claw attacks, it uses the attack with the higher damage dice.
Special Attacks: A primal lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In beast form it gains the special attacks, qualities, and abilities of the base animal. A primal lycanthrope also gains low-light vision, scent, and the following:

Change Shape (Su)
Primal lycanthropes have two forms—a humanoid form and a beast form. Non-magical equipment does not meld with the new form between humanoid and beast form; worn equipment is torn apart, breaks and falls off as the lycanthrope changes shape, worn magic items other than magic armor meld into the new form and magic armor falls off without being damaged. A natural lycanthrope can shift between humanoid and beast form as a full-round action. On nights when the full moon is visible the time it can stay in beast form is only limited by the arrival of sunrise, after sunrise or if it has assumed beast form at any other time than a full moon night a natural lycanthrope can only stably maintain beast form for a number of minutes equal to its constitution score, each full minute after this time it has to succeed at a DC 15 fortitude check to maintain beast form further. This time and the time between fortitude checks double at night, as long as it is not a new moon. An afflicted lycanthrope cannot change shapes voluntarily. On nights when the full moon is visible, an afflicted lycanthrope shifts into beast form automatically. It reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. An exhausted primal lycanthrope cannot shift from humanoid to beast form. A slain lycanthrope reverts to its humanoid form, although it remains dead.
When in beast form, a primal lycanthrope can't speak. An afflicted primal lycanthrope also can't understand language, but both types can be communicated with using speak with animals as though they were an animal of their base animal type.
A primal lycanthrope in beast form does not pass as a natural animal of its kind as it looks rather like a more bestial, hulking hybrid form.

Curse of Lycanthropy (Su)
A primal lycanthrope's (afflicted or natural) bite attack in beast form infects a humanoid target with primal lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect. A creature that is already a normal lycanthrope can still contract the curse of lycanthropy from a primal lycanthrope, however it does not gain this template in addition to its own lycanthrope template, instead this replaces it. The lycanthrope keeps its own base animal instead of gaining that of the primal lycanthrope it contracted the curse from. Also if the lycanthrope was a natural lycanthrope before, it becomes a natural primal lycanthrope rather than an afflicted one.

Lycanthropic Familiarity (Ex)
In any form, primal lycanthropes are recognized by members of their base animal’s species as a member of that species (this does not automatically mean that these animals will not be hostile towards them however).

Bestial Rage (Ex)
When a primal lycanthrope assumes beast form, it automatically enters a frenzied rage guided by its animalistic instincts. While in beast form, the primal lycanthrope loses all weapon, shield and armor proficiencies and enters a rage. This works the same way as a barbarian’s rage class feature but lasts as long as the lycanthrope remains in beast form and cannot be ended any other way than turning back to humanoid form. This rage consumes so much energy that a primal lycanthrope that shifts to humanoid form becomes exhausted for a number of minutes equal to the number of rounds it spent in beast form. 8 hours of rest remove any amount of exhaustion caused this way. When an afflicted lycanthrope reverts to humanoid form it instinctually seeks a safe place to rest before gaining lucidity and rests for 8 hours.

Ability Scores: +2 Wis, –2 Cha in all forms; +2 Str, +2 Con in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes beast form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In beast form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.

Primal Lycanthropy
A creature that catches primal lycanthropy becomes an afflicted primal lycanthrope, but shows no symptoms (and does not gain any of the template's adjustments or abilities) until the night of the next full moon, when the victim involuntarily assumes beast form and forgets his or her own identity. The character remains in beast form until the next dawn and remembers nothing about the entire episode (or subsequent episodes) unless he makes a DC 20 Will save, in which case he becomes aware of his condition.

A remove disease or heal spell cast by a cleric of 12th level or higher cures the affliction, provided the character receives the spell within 3 days of the infecting lycanthrope's attack. Alternatively, consuming a dose of wolfsbane gives an afflicted lycanthrope a new Fortitude save to recover from lycanthropy.


Threeshades wrote:
They should have the same alignment tendencies as regular lycanthropes, but they can also vary. An afflicted lycanthrope in beast form is invariably chaotic evil though.

I pity the foolish evildoer who angers a Primal Werebear, then.


Arent't lycanthropes usually portrayed with improved senses, particcularly olfacory? The wisdom boost helps, but doesn't really cover it.


Under special attacks:

Quote:
A primal lycanthrope also gains low-light vision, scent, and the following:

I think that should cover it. (it's actually taken directly from the regular lycanthrope template)


Looks good to me, I'll use this with your permission of course. All credit goes to you.


Please go ahead. I love it when my homebrews are interesting enough for other people to use them.


Speaking of which. I've been very active in this forum lately. I figure it's common courtesy for someone to review other works if he wants his own reviewed. I've noticed that either this board is extremely slow or I'm impatient or I have bad fortune. I've had exactly 1 person review my own work and it's not very informative.

If you could please review either the Spartan Class or the Bestial Wild Shape Druid archetype, that would be appreciated.


VERY nice. I would have gone in a different direction though- weaker but more savage.


Insanity Logic wrote:

Speaking of which. I've been very active in this forum lately. I figure it's common courtesy for someone to review other works if he wants his own reviewed. I've noticed that either this board is extremely slow or I'm impatient or I have bad fortune. I've had exactly 1 person review my own work and it's not very informative.

If you could please review either the Spartan Class or the Bestial Wild Shape Druid archetype, that would be appreciated.

I know what you mean, i will check them up soon.

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