Difference between revisions of "Versipellis (3.5e Monster)"

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''In the day it was safe to walk the forest, but by the gods, never be caught outside at night.  We have a curfew for a reason boy, because once the sun goes down we won't be opening the doors for anyone, not as long as the howling demons live.''
  
The wild versipellis, also known as the werewilder, is a cursed beast which lives in the forest.  During daylight hours it is little more than a mild mannered primative hunter, intelligent but with little desire for civilization and technology, instead living the life of nature like a hairless ursine.  It typically catches fish and eats various flora.  They do not speak, but understand simple concepts.  However all of this chances at night.  When exposed to the light of the moon they undergo a violent transformation and turn into raving mad beasts which are territorial, vicious, and crave destruction.  They devour corpses as well as each other if hungry enough, and ruin any signs of civilization.  They are believed to be strongly associated with the curse of lycanthropy, but rather than transform from a humanoid to an animal they become a twisted mass of fur and bones which seems to corrispond to no particular animals, and changes with each night.
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The wild versipellis, also known as the werewilder, is a cursed beast which lives in the forest.  During daylight hours it is little more than a mild mannered primitive hunter, intelligent but with little desire for civilization and technology, instead living the life of nature like a hairless ursine.  It typically catches fish and eats various flora.  They do not speak, but understand simple concepts.  However all of this chances at night.  When exposed to the light of the moon they undergo a violent transformation and turn into raving mad beasts which are territorial, vicious, and crave destruction.  They devour corpses as well as each other if hungry enough, and ruin any signs of civilization.  They are believed to be strongly associated with the curse of lycanthropy, but rather than transform from a humanoid to an animal they become a twisted mass of fur and bones which seems to correspond to no particular animals, and changes with each night.
  
The daylight versipellis appears as a humanoid devoid of hair with dark earth-tone skin colors, small dog-like noses, sloped foreheads with bushy eyebrows that meet at the bridge of the nose, curved fingernails, low set ears, and a swinging slide.  In moonlight, they spout fur over their bodies and take on a more traditional and vaguely werewolf-like form, though the creature turned into never corrisponds with any known animal or species.  Their skin seems to boil and their bones, muscles, and tendons seem to reconfigure themselves every moment under their loosely fitting skin.  After the night of madness, they shed their skins leaving behind a rapidly biodegrading pelt of fur and returning to their normal selves, disoriented but refreshed.  Those who enter forests with versipellis in it can have early warning if they find the pelts of shed skins before night falls.
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The daylight versipellis appears as a humanoid devoid of hair with dark earth-tone skin colors, small dog-like noses, sloped foreheads with bushy eyebrows that meet at the bridge of the nose, curved fingernails, low set ears, and a swinging slide.  In moonlight, they spout fur over their bodies and take on a more traditional and vaguely werewolf-like form, though the creature turned into never corresponds with any known animal or species.  Their skin seems to boil and their bones, muscles, and tendons seem to reconfigure themselves every moment under their loosely fitting skin.  After the night of madness, they shed their skins leaving behind a rapidly biodegrading pelt of fur and returning to their normal selves, disoriented but refreshed.  Those who enter forests with versipellis in it can have early warning if they find the pelts of shed skins before night falls.
  
 
Versipellis stand around human sizes in daylight form, and between 6 and a half to 7 feet tall in night form.  They weigh between 180 to 300 lbs.  They understand Sylven, but do not speak.  In night form they howl and roar, but do not communicate.
 
Versipellis stand around human sizes in daylight form, and between 6 and a half to 7 feet tall in night form.  They weigh between 180 to 300 lbs.  They understand Sylven, but do not speak.  In night form they howl and roar, but do not communicate.
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=== Combat ===
 
=== Combat ===
  
The statistics above are for the night form of versipellis, as most versipellis would rather flee than fight otherwise.  As such it is already in a night rage.  They fight with cunning brutallity and brutal cunning, managing to both set traps and ambush as well as enter furious suicidal rages when the time calls.  The versipellis greatest weakness is its habit of working on a whim.  Once a combat begins, any tactics break down into an orgy of violence.
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The statistics above are for the night form of versipellis, as most versipellis would rather flee than fight otherwise.  As such it is already in a night rage.  They fight with cunning brutality and brutal cunning, managing to both set traps and ambush as well as enter furious suicidal rages when the time calls.  The versipellis greatest weakness is its habit of working on a whim.  Once a combat begins, any tactics break down into an orgy of violence.
  
'''Cursed Bite {{Su}}:'''  The versipellis bite carries a powerful and dangerous supernatural disease.  Those bitten must make a DC 23 [[Fort]] save or take 1d4 [[Intelligence]] and [[Charisma]] damage, save negates.  Every minute afterward they must save again, until they make two consecutive saves to end the disease or they hit 0 [[intelligence]] or [[charisma]].  If their intelligence and charisma scores drop to 0, 1 round later their body respawns with half hit points and a random [[SRD:Lycanthrope|lycanthropy]], though their alignment is always chaotic evil regardless of the alignment of the associated animal.  The respawned creature has no memories of its original body, neutral to the versipellis, and hostile to non-lycanthropic creatures.  Only a ''[[SRD:Break Enchancement|break enchancement]]'' or greater can restore the mind and body of the original creature, or the application of belladonna.  It must be done in 24 hours, otherwise it becomes nearly impossible to revert short of ''[[SRD:Miracle|miracle]]'' or ''[[SRD:Wish|wish]]''.
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'''Cursed Bite {{Su}}:'''  The versipellis bite carries a powerful and dangerous supernatural disease.  Those bitten must make a DC 23 [[Fort]] save or take 1d4 [[Intelligence]] and [[Charisma]] damage, save negates.  Every minute afterward they must save again, until they make two consecutive saves to end the disease or they hit 0 [[intelligence]] or [[charisma]].  If their intelligence and charisma scores drop to 0, 1 round later their body respawns with half hit points and a random [[SRD:Lycanthrope|lycanthropy]], though their alignment is always chaotic evil regardless of the alignment of the associated animal.  The respawned creature has no memories of its original body, neutral to the versipellis, and hostile to non-lycanthropic creatures.  Only a ''[[SRD:Break Enchantment|break enchantment]]'' or greater can restore the mind and body of the original creature, or the application of belladonna.  It must be done in 24 hours, otherwise it becomes nearly impossible to revert short of ''[[SRD:Miracle|miracle]]'' or ''[[SRD:Wish|wish]]''.
  
 
'''Evershifting Form {{Ex}}:'''  A versipellis has a body which is constantly shifting its organs and parts around.  They are immune to critical hits and sneak attacks, and immune to form-changing effects.
 
'''Evershifting Form {{Ex}}:'''  A versipellis has a body which is constantly shifting its organs and parts around.  They are immune to critical hits and sneak attacks, and immune to form-changing effects.
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'''Maneuver-Like Abilities {{Ex}}:''' ''[[Crimson Moon Fang (3.5e Maneuver)|crimson moon fang]]'' (strike), ''[[Night Howl (3.5e Maneuver)|night howl]]'' (strike), ''[[Red Moon Claw (3.5e Maneuver)|red moon claw]]'' (strike), ''[[Sled Fang (3.5e Maneuver)|sled fang]]'' (strike).
 
'''Maneuver-Like Abilities {{Ex}}:''' ''[[Crimson Moon Fang (3.5e Maneuver)|crimson moon fang]]'' (strike), ''[[Night Howl (3.5e Maneuver)|night howl]]'' (strike), ''[[Red Moon Claw (3.5e Maneuver)|red moon claw]]'' (strike), ''[[Sled Fang (3.5e Maneuver)|sled fang]]'' (strike).
  
'''Night Rage {{Ex}}:'''  At sight of moonlight, versipellis transforms into a monstrous beast vaguely resembling a werewolf but corrisponding to no known animal.  This form lasts until the moon vanishes or the light of the sun reaches them, which triggers the shedding of skin.  Their alignment changes to chaotic evil, and they gain +10 [[Str]] and [[Con]], -2 AC, and a +4 bonus on [[Will]] saves against mind-affecting effects.  When using [[SRD:Power Attack|Power Attack]], they deal 1 damage per -1 penalty for light weapons, 2 damage per -1 penalty for one-handed weapons and their natural attacks, and 3 damage per -1 penalty for two-handed weapons.  Effects which remove rage, such as ''[[SRD:Calm Emotions|calm emotions]]'' suppress, but do not end, the night rage.
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'''Night Rage {{Ex}}:'''  At sight of moonlight, versipellis transforms into a monstrous beast vaguely resembling a werewolf but corresponding to no known animal.  This form lasts until the moon vanishes or the light of the sun reaches them, which triggers the shedding of skin.  Their alignment changes to chaotic evil, and they gain +10 [[Str]] and [[Con]], -2 AC, and a +4 bonus on [[Will]] saves against mind-affecting effects.  When using [[SRD:Power Attack|Power Attack]], they deal 1 damage per -1 penalty for light weapons, 2 damage per -1 penalty for one-handed weapons and their natural attacks, and 3 damage per -1 penalty for two-handed weapons.  Effects which remove rage, such as ''[[SRD:Calm Emotions|calm emotions]]'' suppress, but do not end, the night rage.
  
 
'''[[SRD:Pounce|Pounce]] {{Ex}}:''' If a versipellis [[SRD:Charge|charges]] a foe, it can make a full attack
 
'''[[SRD:Pounce|Pounce]] {{Ex}}:''' If a versipellis [[SRD:Charge|charges]] a foe, it can make a full attack
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[[Category:Monster]]
 
[[Category:Monster]]
 
[[Category:Complete Sublime]]
 
[[Category:Complete Sublime]]
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Latest revision as of 06:47, 3 October 2017


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Author: Eiji-kun (talk)
Date Created: 6-12-11
Status: Complete
Editing: Clarity edits only please
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Versipellis
Size/Type: Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 11d8+99 (148 hp)
Initiative: +4
Speed: 50 ft., climb 20 feet
Armor Class: 25 (+4 dex, +13 natural, -2 rage), touch 12, flat-footed 21
Base Attack/Grapple: +11/+19
Attack: Claw +19 melee (1d6+8, 20/x2) or Bite +19 melee (1d8+12 plus cursed bite, 20/x2)
Full Attack: Two Claws +19 melee (1d6+8, 20/x2) and Bite +14 melee (1d8+8 plus cursed bite, 20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cursed Bite, Maneuver-Like Abilities, Night Rage, Rend (2d6+16)
Special Qualities: Damage Reduction 10/silver, Evershifting Form, Immunities, Low-Light Vision, Pounce, Regeneration 5, Resist Cold/Electricity 10, Scent, Shed Skin
Saves: Fort +11, Ref +11, Will +12 (+4 vs mind-affecting)
Abilities: Str 26, Dex 18, Con 26, Int 6, Wis 21, Cha 17
Skills: Climb +16, Hide +12, Jump +24, Move Silently +12, Survival +19
Feats: TrackB, Power Attack, Cleave, Improved Bull Rush, Improved ToughnessCW
Environment: Forests
Organization: Solitary, Pair, or Pack (3-8)
Challenge Rating: 11
Treasure: Half Standard
Alignment: Usually True Neutral and Chaotic Evil; see text
Advancement:
Level Adjustment:


In the day it was safe to walk the forest, but by the gods, never be caught outside at night. We have a curfew for a reason boy, because once the sun goes down we won't be opening the doors for anyone, not as long as the howling demons live.

The wild versipellis, also known as the werewilder, is a cursed beast which lives in the forest. During daylight hours it is little more than a mild mannered primitive hunter, intelligent but with little desire for civilization and technology, instead living the life of nature like a hairless ursine. It typically catches fish and eats various flora. They do not speak, but understand simple concepts. However all of this chances at night. When exposed to the light of the moon they undergo a violent transformation and turn into raving mad beasts which are territorial, vicious, and crave destruction. They devour corpses as well as each other if hungry enough, and ruin any signs of civilization. They are believed to be strongly associated with the curse of lycanthropy, but rather than transform from a humanoid to an animal they become a twisted mass of fur and bones which seems to correspond to no particular animals, and changes with each night.

The daylight versipellis appears as a humanoid devoid of hair with dark earth-tone skin colors, small dog-like noses, sloped foreheads with bushy eyebrows that meet at the bridge of the nose, curved fingernails, low set ears, and a swinging slide. In moonlight, they spout fur over their bodies and take on a more traditional and vaguely werewolf-like form, though the creature turned into never corresponds with any known animal or species. Their skin seems to boil and their bones, muscles, and tendons seem to reconfigure themselves every moment under their loosely fitting skin. After the night of madness, they shed their skins leaving behind a rapidly biodegrading pelt of fur and returning to their normal selves, disoriented but refreshed. Those who enter forests with versipellis in it can have early warning if they find the pelts of shed skins before night falls.

Versipellis stand around human sizes in daylight form, and between 6 and a half to 7 feet tall in night form. They weigh between 180 to 300 lbs. They understand Sylven, but do not speak. In night form they howl and roar, but do not communicate.

Combat[edit]

The statistics above are for the night form of versipellis, as most versipellis would rather flee than fight otherwise. As such it is already in a night rage. They fight with cunning brutality and brutal cunning, managing to both set traps and ambush as well as enter furious suicidal rages when the time calls. The versipellis greatest weakness is its habit of working on a whim. Once a combat begins, any tactics break down into an orgy of violence.

Cursed Bite (Su): The versipellis bite carries a powerful and dangerous supernatural disease. Those bitten must make a DC 23 Fort save or take 1d4 Intelligence and Charisma damage, save negates. Every minute afterward they must save again, until they make two consecutive saves to end the disease or they hit 0 intelligence or charisma. If their intelligence and charisma scores drop to 0, 1 round later their body respawns with half hit points and a random lycanthropy, though their alignment is always chaotic evil regardless of the alignment of the associated animal. The respawned creature has no memories of its original body, neutral to the versipellis, and hostile to non-lycanthropic creatures. Only a break enchantment or greater can restore the mind and body of the original creature, or the application of belladonna. It must be done in 24 hours, otherwise it becomes nearly impossible to revert short of miracle or wish.

Evershifting Form (Ex): A versipellis has a body which is constantly shifting its organs and parts around. They are immune to critical hits and sneak attacks, and immune to form-changing effects.

Immunities (Ex): Versipellis are immune to disease, though they may still carry disease if they fail the fortitude save against it.

Maneuver-Like Abilities (Ex): crimson moon fang (strike), night howl (strike), red moon claw (strike), sled fang (strike).

Night Rage (Ex): At sight of moonlight, versipellis transforms into a monstrous beast vaguely resembling a werewolf but corresponding to no known animal. This form lasts until the moon vanishes or the light of the sun reaches them, which triggers the shedding of skin. Their alignment changes to chaotic evil, and they gain +10 Str and Con, -2 AC, and a +4 bonus on Will saves against mind-affecting effects. When using Power Attack, they deal 1 damage per -1 penalty for light weapons, 2 damage per -1 penalty for one-handed weapons and their natural attacks, and 3 damage per -1 penalty for two-handed weapons. Effects which remove rage, such as calm emotions suppress, but do not end, the night rage.

Pounce (Ex): If a versipellis charges a foe, it can make a full attack

Regeneration (Ex): Silver and acid deal normal damage to a versipellis. If a versipellis loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Rend (Ex): If a versipellis hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+16 points of damage.

Shed Skin (Ex): Each morning a versipellis sheds its skin. When it does, it removes any negative status effects including ability penalties, ability damage, ability drain, energy drain, poisons, diseases, curses, and other status effects.

Skills: Versipellis have a +8 racial bonus on Climb, Hide, Jump, and Move Silently checks.



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Eiji-kun's Homebrew (5655 Articles)
Eiji-kunv
AlignmentUsually True Neutral and Chaotic Evil; see text +
AuthorEiji-kun +
Challenge Rating11 +
EnvironmentForests +
Identifier3.5e Monster +
Level Adjustment+
RatingUnrated +
SizeMedium +
SubtypeShapechanger +
TitleVersipellis +
TypeMonstrous Humanoid +