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Skreyn Therianth (Template)
Copyright © 2003 Sean K Reynolds.

Skreyn therianths are humanoid creatures that can change themselves into a specific kind of mammal animal, such as a bear, rat, or wolf. Tied to the power of the moon, some gain this ability from their parents, some gain it by being attacked by a Skreyn therianth.
    Skreyn therianth are in many ways similar to common lycanthropes. They are named for the scholar-adventurer who first recognized and defined the differences between them and lycanthropes. Their behavior and society are similar to common lycanthropes, though they are not bound into strict alignment groupings by therianth type (all wolf-therianths are not automatically chaotic evil, for example). Therianths (natural-born or infected) use the same rules as common lycanthropes for determining voluntary and involuntary form changes.

Creating a Therianth
"Therianth" is a template that can be added to any corporeal humanoid creature (herafter referred to as the "character"). It gains the "shapechanger" subtype. In its normal humanoid form, the therianth uses all of the base creature's statistics. In hybrid or animal form it uses all of the base creature's statistics and special abilities except as noted here.

Animal Form
A therianth in animal form is physically indistinguishable from a normal animal of its type, though because it is still a humanoid it is not affected by spells and effects which only affect animals. A therianth's animal form must be within one size category of its humanoid form (therianth humans change into animals that are normally Small, Medium, or Large, while therianth halflings change into animals that are normally Tiny, Small, or Medium). Normally there are no therianths that turn into dire animals unless the animal's normal form is smaller than Tiny, in which case the therianth changes into the dire animal form. For example, bat-therianths become dire bats (Large) and rat-therianths become dire rats (Small). The therianth's animal shape is hereafter referred to as the "base animal."
    A therianth in animal form gains the following abilities:

Temporary Hit Points: When the therianth assumes its animal form, it gains temporary hit points equal to the average number of actual hit points the base animal would have. For example, a wolf-therianth would gain 13 temporary hit points when he switched to wolf form. The therianth gains these temporary hit points once per day, the first time each day that it assumes its animal form (in other words, it cannot gain these temporary hit points multiple times per day). Any temporary hit points remaining when the character resumes his humanoid form or hybrid form (see below) go away, though they return if the therianth again takes its animal form that day. For example, a wolf-therianth in animal form wounded for 10 points of damage would lose 10 of his temporary hit points; if he reverted to human form the remaining 3 temporary hit points would go away, but if he assumed animal form again he would immediately gain the 3 temporary hit points left over from his previous transformation.
    These temporary hit points stack with temporary hit points from other sources (such as the aid spell).
    For the purpose of this ability, a "day" is defined as the moon being out (even if it is not visible, such as a new moon) and the sun being down. This means that a therianth's temporary hit points "reset" at moonrise or sunset, whichever occurs later in the day.

Speed: As the base animal. Effects that increase the character's speed (such as the expeditious retreat spell, or monk or barbarian enhanced speed) adjust the speed of the base animal accordingly.
AC: The character gains an enhancement bonus to natural armor equal to the base animal's HD.
Attacks: As the base animal. A therianth is proficient with all of the natural weapons of the base animal and may use them without penalty. The character gains a competence bonus to hit with these natural weapons equal to 1/2 the base animal's HD (minimum +1).
Damage: As the base animal.
Face/Reach:
As the base animal.
Special Attacks: As the base animal, plus as follows:
    Infective Therianthropy: A creature bitten by the therianth must succeed at a Fortitude save (DC 15) after the battle or become a therianth of the same type as the attacker at the next full moon. If the creature is reduced to 0 or fewer hit points, the DC increases to 20.
Special Qualities: As the base animal, plus DR 15/silver and as follows.
    Alternate Form: A therianth can change between its humanoid, animal, or hybrid forms as a standard action.
    Handless Animal: A therianth's transformed hands are not dextrous enough to wield weapons, manipulate spell components, or cast spells with somatic components.
    Animal Empathy (Ex): A therianth in hybrid or animal form can communicate with normal and dire animals of his base animal type as if using speak with animals, and gains a +4 racial bonus to Charisma-based checks against these creatures.
    Speech: A therianth in animal form has a limited ability to speak whatever languages he can speak in his humanoid form. His voice is heavily accented and often mistaken for animal sounds, but even an unfamiliar listener can recognize the sounds as speech with a Listen check (DC 15, reduced to DC 10 after several minutes of conversation and no longer necessary after at least an hour of conversation). His voice is unsuitable for spellcasting without magical augmentation or a special feat.
Saves: The character gains a competence bonus to all saves equal to 1/2 the base animal's HD.
Abilities: The character's Strength, Dexterity, and Constitution increase an amount equal to the base animal's racial ability score bonuses for those ability scores (so a wolf-therianth gains a +2 to Strength, +4 to Dexterity, and +4 to Constitution because a wolf has Str 12, Dex 14, and Con 14). This Constitution increase does not affect the character's hit points (he already gains temporary hit points as described above).
Skills: The character gains a competence bonus to skill checks (for all skills listed for the base animal) equal to the base animal's HD. He does not gain the racial bonuses to skills of the base animal.
Feats: The character gains (as bonus feats) whatever feats the base animal has (including its bonus feats).
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Climate/Terrain: As the character or the base animal, as appropriate.
Organization: Same as the character or the base animal, as appropriate.
Challenge Rating: Varies by the base animal (at least +1, probably somewhere on the order of base animal's CR/2)
Effective Character Level Modifier: Varies by base animal. [[Savage Species has +3 for lycanthropes, and I haven't yet playtested the therianth or given the ECL aspect a lot of thought.]]
Treasure: Same as the character.
Alignment: As the character. However, in animal form the character tends to behave like that sort of animal, and while animals lack the ability to make moral choices, humanoids do not, and a hungry therianth that (for example) eats an innocent humanoid for food is risking an alignment change toward evil.
Advancement: Same as the character.

Hybrid Form
A therianth in hybrid form is a humanoid-shaped creature with animalistic features. The hybrid form is the same size as the character's natural (humanoid) form. The therianth's hybrid shape is hereafter referred to as the "base hybrid."
    A therianth in hybrid form gains the following abilities:

Temporary Hit Points: When the therianth assumes his hybrid form, he gains half of the temporary hit points he would receive if he changed fully to animal form (upon changing fully to animal form, he would gain the remaining temporary hit points).  For example, a wolf-therianth would gain 6 temporary hit points when he switched to hybrid form, and would gain the remaining 7 temporary hit points upon reaching animal form. Upon returning to humanoid form he would lose these temporary hit points, but would regain whatever he had not used.
    These temporary hit points stack with temporary hit points from other sources (such as the aid spell).
    For the purpose of this ability, a "day" is defined as the moon being out (even if it is not visible, such as a new moon) and the sun being down. This means that a therianth's temporary hit points "reset" at moonrise or sunset, whichever occurs later in the day.

Speed: The average of the character's normal speed and the base animal's speed. Effects that increase the character's speed (such as the expeditious retreat spell, or monk or barbarian enhanced speed) adjust this average speed accordingly. If the character or base animal has a form of movement that the other form does not, treat the second form's speed for that kind of movement as 0 and decrease the maneuverability by one category (so a bat-therianth human would average the dire bat's fly speed 40 (good) and the human's fly speed 0 (none) for an average fly speed 20 and average maneuverability).
AC: The character gains an enhancement bonus to natural armor equal to 1/2 the base animal's HD.
Attacks: As the character or the base animal. A therianth is proficient with all of the natural weapons of the base animal and may use them without penalty. The character gains a competence bonus to hit with these natural weapons equal to 1/2 the base animal's HD.
Damage: As the base animal.
Face/Reach:
As the base animal.
Special Attacks: As the base animal, plus as follows:
    Infective Therianthropy: A creature bitten by the therianth must succeed at a Fortitude save (DC 10) after the battle or become a therianth of the same type as the attacker at the next full moon. If the creature is reduced to 0 or fewer hit points, the DC increases to 15.
Special Qualities: As the base animal, plus DR 5/silver and as follows.
    Alternate Form: A therianth can change between its humanoid, animal, or hybrid forms as a standard action.
    Animal Empathy (Ex): A therianth in hybrid or animal form can communicate with normal and dire animals of his base animal type as if using speak with animals, and gains a +4 racial bonus to Charisma-based checks against these creatures.
    Hybrid Hands: A therianth's hybrid hands are just ast dextrous as its humanoid hands. even if they have claws, partially form into hooves, or other effects of the base animal's form.
    Speech: A therianth in hybrid form can speak just as well as it can it its humanoid form.
Saves: As the character.
Abilities: The character's Strength, Dexterity, and Constitution increase an amount equal to half the base animal's racial ability score bonuses for those ability scores, in even-numbered increments (so a wolf-therianth gains +2 to Dexterity and +2 to Constitution because a wolf has Str 12, Dex 14, and Con 14). This Constitution increase does not affect the character's hit points (he already gains temporary hit points as described above).
Skills: The character gains a competence bonus to skill checks (for all skills listed for the base animal) equal to 1/2 the base animal's HD. He does not gain the racial bonuses to skills of the base animal.
Feats: The character gains (as bonus feats) whatever feats the base animal has (including its bonus feats).
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Climate/Terrain: As the character or the base animal, as appropriate.
Organization: Same as the character or the base animal, as appropriate.
Challenge Rating: Varies by the base animal (at least +1, probably somewhere on the order of base animal's CR/2)
Effective Character Level Modifier: +3. [[Savage Species has +3 for lycanthropes, and I haven't yet playtested the therianth or given the ECL aspect a lot of thought.]]
Treasure: Same as the character.
Alignment: As the character. However, in hybrid form the character tends to behave like the base animal, and while animals lack the ability to make moral choices, humanoids do not, and a hungry therianth that (for example) eats an innocent humanoid for food is risking an alignment change toward evil.
Advancement: Same as the character.


Sample Wolf-Therianth
This example uses a human Com1 as the character and a wolf as the base animal.

Rolf, Wolf-Therianth (humanoid form)
Medium Humanoid (Shapechanger)
Hit Dice: 1d4+3 (5 hp)
Initiative: +0
Speed: 30 ft.
AC: 10
Attacks: Club +0 melee
Damage: Club 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Alternate form
Saves: Fort +0, Reflex +0, Will +0.
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10.
Skills: Craft +3, Handle Animal +3, Spot +3, Use Rope +3
Feats: Run, Toughness
Challenge Rating: 1/2
------
Alignment: Neutral

Rolf, Wolf-Therianth (hybrid form)
Medium Humanoid (Shapechanger)
Hit Dice: 1d4+3 (5 hp) and 6 temporary hp
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 12 (+1 Dex, +1 enhancement bonus to natural armor)
Attacks: Club +0 melee or bite +2 melee
Damage: Club 1d6 or bite 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Infective therianthropy, trip
Special Qualities: Alternate form, hybrid hands, scent, speech
Saves: Fort +1, Reflex +1, Will +0.
Abilities: Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 10.
Skills: Craft +3, Handle Animal +3, Hide +2, Listen +1, Move Silently +2, Spot +4, Use Rope +4, Wilderness Lore +1
Feats: Run, Toughness, Weapon Finesse (bite) [bonus feat]
Challenge Rating: 1
------
Alignment: Neutral


Rolf, Wolf-Therianth (animal form)
Medium Humanoid (Shapechanger)
Hit Dice: 1d4+3 (5 hp) and 13 temporary hp
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 14 (+2 Dex, +2 enhancement bonus to natural armor)
Attacks: Club +1 melee or bite +3 melee
Damage: Club 1d6+1 or bite 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Infective therianthropy, trip
Special Qualities: Alternate form, handless animal, scent, speech
Saves: Fort +3, Reflex +3, Will +1.
Abilities: Str 12, Dex 14, Con 14, Int 10, Wis 10, Cha 10.
Skills: Craft +3, Handle Animal +3, Hide +4, Listen +2, Move Silently +4, Spot +5, Use Rope +5, Wilderness Lore +2
Feats: Run, Toughness, Weapon Finesse (bite) [bonus feat]
Challenge Rating: 1
------
Alignment: Neutral


Animal Form Adjustments

Base AnimalTemp hpSpeedEnhancement
Bonus
To
Natural
Armor
Competence
Bonus
To
Hit
With
Natural
Attacks
Natural
Attacks
SASQAbility ModsCompetence
Bonus
To
Saves
Competence
Bonus
To
Skills
Feats
Ape2630 ft. climb 30 ft.+4+22 claws 1d6, bite 1d6--scentStr +10, Dex +4, Con +4+2+4 Climb, Listen, Spot--
Baboon540 ft. climb 30 ft.+1+0bite 1d6--scentStr +4, Dex +4, Con +2+0+1 Climb, Listen, Spot--
Badger630 ft. burrow 10 ft.+1+02 claws 1d2, bite 1d3ragescentStr -2, Dex +6, Con +4+0+1 Escape Artist, Listen, SpotWeapon Finesse (bite, claw)
Bat3020 ft. fly 40 ft. (good), +5 natural+4+2bite 1d8--blindsightStr +6 Dex +12, Con +6+2+4 Listen, Move Silently, Spot--
Bear (black)1940 ft.+3+12 claws 1d4, bite 1d6--scentStr +8 Dex +2, Con +4+1+3 Climb, Listen, Spot, Swim--
Bear (brown)5140 ft.+6+32 claws 1d8, bite 2d8improved grabscentStr +16, Dex +2, Con +8+3+6 Listen, Spot, Swim--
Bear (polar)6840 ft. climb 30 ft.+8+42 claws 1d8, bite 2d8improved grabscentStr +16, Dex +2, Con +8+4+8 Hide, Listen, Spot--
Bison3740 ft.+5+2butt 1d8stampedescentStr +8, Con +6+2+5 Listen, Spot--
Boar2240 ft.+3+1gore 1d8ferocityscentStr +4, Con +6+1+3 Listen, Spot--
Camel1950 ft.+3+1bite 1d4--scentStr +8, Dex +6, Con +4+1+3 Listen, Spot--
Cheetah1950 ft.+3+1bite 1d6, 2 claws 1d2tripsprintStr +6, Dex +8, Con +4+1+3 Hide, Listen, Move Silently, SpotWeapon Finesse (bite, claw)
Dog640 ft.+1+0bite 1d4--scentStr +2, Dex +6, Con +4+0+1 Listen, Spot, Swim, Wilderness Lore--
Donkey1130 ft.+2+1bite 1d2--scentDex +2, Con +2+1+2 Listen, Spot--
Horse (heavy)1950 ft.+4+22 hooves 1d6--scentStr +4, Dex +2, Con +4+2+4 Listen, Spot--
Horse (light)1960 ft.+3+12 hooves 1d4--scentStr +2, Dex +2, Con +4+1+3 Listen, Spot--
Leopard1940 ft. climb 20 ft.+3+1bite 1d6, 2 claws 1d3pounce, improved grab, rake 1d3scentStr +6, Dex +8, Con +4+1+3 Hide, Listen, Move Silently, SpotWeapon Finesse (bite, claw)
Lion3240 ft.+5+22 claws 1d4, bite 1d8pounce, improved grab, rake 1d4scentStr +10, Dex +6, Con +4+2+5 Hide, Listen, Move Silently, Spot--
Pony1140 ft.+2+12 hooves 1d3--scentStr +2, Dex +2, Con +2+1+2 Listen, Spot--
Porpoise110 ft. swim 80 ft.+2+1butt 2d4--blindsightDex +6, Con +2+1+2 Listen, SpotWeapon Finesse (butt)
Rat540 ft. climb 20 ft.+1+0bite 1d4diseasescentDex +6, Con +2+0+1 Climb, Hide, Move Silently--
Rhinoceros7630 ft.+8+4gore 2d6----Str +16, Con +10+4+8 Listen--
Tiger4540 ft.+6+32 claws 1d8, bite 2d6pounce, improved grab, rake 1d8--Str +12, Dex +4, Con +6+3+6 Hide, Listen, Move Silently, Spot, Swim--
Wolf1350 ft.+2+1bite 1d6tripscentStr +2, Dex +4, Con +4+1+2 Hide, Listen, Move Silently, Spot, Wilderness LoreWeapon Finesse (bite)
Wolverine2530 ft. burrow 10 ft. climb 10 ft.+3+12 claws 1d4, bite 1d6ragescentStr +4, Dex +4, Con +8+1+3 Climb, Listen, Spot--

Hybrid Form Adjustments

Base AnimalTemp hpSpeedEnhancement
Bonus
To
Natural
Armor
Competence
Bonus
To
Hit
With
Natural
Attacks
Natural
Attacks
SASQAbility ModsCompetence
Bonus
To
Saves
Competence
Bonus
To
Skills
Feats
Ape1330 ft. climb 30 ft.+2+22 claws 1d6, bite 1d6--scentStr +4, Dex +2, Con +2--+2 Climb, Listen, Spot--
Baboon240 ft. climb 30 ft.+0+0bite 1d6--scentStr +2, Dex +2--+0 Climb, Listen, Spot--
Badger330 ft. burrow 10 ft.+0+02 claws 1d2, bite 1d3ragescentDex +2, Con +2--+0 Escape Artist, Listen, SpotWeapon Finesse (bite, claw)
Bat1520 ft. fly 40 ft. (good), +5 natural+2+2bite 1d8--blindsightStr +2 Dex +6, Con +2--+2 Listen, Move Silently, Spot--
Bear (black)940 ft.+1+12 claws 1d4, bite 1d6--scentStr +4, Con +2--+1 Climb, Listen, Spot, Swim--
Bear (brown)2540 ft.+3+32 claws 1d8, bite 2d8improved grabscentStr +8, Con +4--+3 Listen, Spot, Swim--
Bear (polar)3440 ft. climb 30 ft.+4+42 claws 1d8, bite 2d8improved grabscentStr +8, Con +4--+4 Hide, Listen, Spot--
Bison1840 ft.+2+2butt 1d8stampedescentStr +4, Con +2--+2 Listen, Spot--
Boar1140 ft.+1+1gore 1d8ferocityscentStr +2, Con +2--+1 Listen, Spot--
Camel850 ft.+1+1bite 1d4--scentStr +4, Dex +2, Con +2--+1 Listen, Spot--
Cheetah950 ft.+1+1bite 1d6, 2 claws 1d2tripsprintStr +2, Dex +4, Con +2--+1 Hide, Listen, Move Silently, SpotWeapon Finesse (bite, claw)
Dog340 ft.+0+0bite 1d4--scentDex +2, Con +2--+0 Listen, Spot, Swim, Wilderness Lore--
Donkey530 ft.+1+1bite 1d2--scent----+1 Listen, Spot--
Horse (heavy)950 ft.+2+22 hooves 1d6--scentStr +2, Con +2--+2 Listen, Spot--
Horse (light)960 ft.+1+12 hooves 1d4--scentCon +2--+1 Listen, Spot--
Leopard940 ft. climb 20 ft.+1+1bite 1d6, 2 claws 1d3pounce, improved grab, rake 1d3scentStr +2, Dex +4, Con +2--+1 Hide, Listen, Move Silently, SpotWeapon Finesse (bite, claw)
Lion1640 ft.+2+22 claws 1d4, bite 1d8pounce, improved grab, rake 1d4scentStr +4, Dex +2, Con +2--+2 Hide, Listen, Move Silently, Spot--
Pony540 ft.+1+12 hooves 1d3--scent--
--+1 Listen, Spot--
Porpoise50 ft. swim 80 ft.+1+1butt 2d4--blindsightDex +2--+1 Listen, SpotWeapon Finesse (butt)
Rat240 ft. climb 20 ft.+0+0bite 1d4diseasescentDex +2--+0 Climb, Hide, Move Silently--
Rhinoceros3830 ft.+4+4gore 2d6----Str +8, Con +4--+4 Listen--
Tiger2240 ft.+3+32 claws 1d8, bite 2d6pounce, improved grab, rake 1d8--Str +6, Dex +2, Con +2--+3 Hide, Listen, Move Silently, Spot, Swim--
Wolf650 ft.+1+1bite 1d6tripscentDex +2, Con +2--+1 Hide, Listen, Move Silently, Spot, Wilderness LoreWeapon Finesse (bite)
Wolverine1230 ft. burrow 10 ft. climb 10 ft.+1+12 claws 1d4, bite 1d6ragescentStr +2, Dex +2, Con +4--+1 Climb, Listen, Spot--