5/14/2023

analysis of lycanthropy

Recently one of my players has unknowingly become afflicted with lycanthropy from a werewolf. Currently I am using the Old-School Essentials rule set, and following the specific rules for how to run lycanthropic affliction. This made me curious (having never encountered lycanthropy in any old-school versions of the game in my own play) how the other versions of old-school systems handle lycanthropes.

werewolves

od&d (3lbb)

  1. Werewolf: NA: 2-20 AC: 5, MV: 15", HD: 4, AL: N/C
  2. Wereboar: NA: 2-20 AC: 4, MV: 12", HD: 4+1, AL: N/C
  3. Weretiger: NA: 2-20 AC: 3, MV: 12", HD: 5, AL: N/C
  4. Werebear: NA: 2-20 AC: 2, MV: 9", HD: 6, AL: L/N

Groups of Lycanthropes are either packs or family packs. Packs are from 2-4. Family packs are from 5-8. Groups of from 8 to 20 are more likely to be packs (two-thirds) than several family packs (one-third).

A family pack will consist of two adults and the balance of young of varying age (one-half to nine-tenths grown). If the young are attacked the female adult will fight at triple value for four melee rounds, but thereafter drop to one-half value. If an adult female is attacked its mate in the family pack will fight at double value thereafter.

When adults are killed all young under nine-tenths grown will be subdued, those of nine-tenths grown fight until dead. Anyone seriously wounded by Lycanthropes (assume about 50% of total possible damage) will be infected and himself become a similar Lycanthrope within 2-24 days unless they are given a Cure Disease spell by a cleric.

holmes basic

  1. Wereboar: AC: 4, MV: 120', HD: 4+1, AL: N/CG, DMG: 2-12
  2. Wererat: AC: 7, MV: 120', HD: 3, AL: N/LE, DMG: 1-6
  3. Werebear: AC: 2, MV: 90', HD: 6, AL: N/CG, DMG: 3-24
  4. Weretiger: AC: 3, MV: 120', HD: 5, AL: N/CE, DMG: 3-18
  5. Werewolf: AC: 5, MV: 150', HD: 4, AL: N/LE, DMG: 2-8

There are many types of were-creatures, since the legend usually centers around the most dangerous and terrifying animal known. Thus we find were-wolves in Europe, were-tigers in India, were-leopards in Africa, and were-sharks in Polynesia. The commonest types found in dungeons are [see above]:

All were-creatures are unaffected by normal weapons. Silver and magic weapons score normal hits on them. Some lycanthropes must spend part of the time in human form (referee's discretion) and are vulnerable to all weapons in that form. All were-creatures are repelled by wolfsbane.

Anyone seriously wounded by a lycanthrope (50% of possible hit points) will become a lycanthrope in 2-24 days unless treated with a Cure Disease spell by a cleric.

Lycanthropes will often assume their human form to deceive their victims.

All were-creatures are intelligent in their animal form. Werebears are often good and may render assistance. Wererats spend much of their time in a giant part-rat, part-human form. They can move more silently and can summon 10 to 100 rats as a vampire.

wereboar

ad&d

  1. Werebear: NA: 1-4, AC: 2, MV: 9", HD: 7+3, AL: CG, DMG: 2-8*
  2. Wereboar: NA: 2-8, AC: 4, MV: 12", HD: 5+2, AL: N, DMG: 2-12
  3. Wererat: NA: 4-24, AC: 6, MV: 12", HD: 3+1, AL: LE, DMG: 1-8
  4. Weretiger: NA: 1-6, AC: 3, MV: 12", HD: 6+2, AL: N, DMG: 1-12*
  5. Werewolf: NA: 3-18, AC: 5, MV: 15", HD: 4+3, AL: CE, DMG: 2-8

* highest damage of their multiple attacks

Lycanthropes are humans with the ability to assume animal form. During the hours of darkness, they most commonly shape change to their animal form. In periods of a full moon lycanthropes are 90% likely to be compelled to assume their alter- shape. They usually move about as humans for whatever purposes they may have. Each type has its own language which is spoken in addition to common.

Any humanoid creature bitten by a lycanthrope for damage equal to or greater than 50% of its total potential, but not actually killed (and eaten), is infected by the disease of lycanthropy. If the person is carrying belladonna there is a 25% chance that this will cure the affliction if eaten within one hour. Note that this infusion will incapacitate the person for 1-4 days and there is a 1% chance of the poison in it killing the creature. Otherwise, a cure disease spell from a 12th or higher level patriarch must be placed upon the creature within 3 days or it will become a lycanthrope in 7-14 days. There are some other forms of lycanthropes, but these are very rare in the extreme.

Werebear: Great werebears are the most powerful of all lycanthropes. They never are found in other than full-grown state. Werebears alone are 50% likely to be in company with 1-6 brown bears. They are able to summon 1-6 brown bears in 2-12 turns if any such creatures are within one mile of the werebear. Their human form is typically large, hirsute, and of solitary temperament. These creatures heal their wounds at three times the normal rate and are not subject to disease. They can cure disease in another creature in 1-4 weeks if they so desire.

Wereboar: Found in dense woodlands and similar areas, wereboars are of ugly temper and likely to attack. In their human shape they are usually hot tempered and irascible — typical berserker nature. Wereboars seldom mingle with normal boarkind (15% chance).

Wererat: Sometimes known as ratmen, these sly and evil creatures inhabit subterranean tunnel complexes beneath cities. Wererats are able to take three forms — human, human-sized ratman, and giant rat. They are typically sword- armed. They use their human form to dupe humans, luring them to a place where they can be captured to be held for ransom or possibly eaten. Wererats prefer to move about in a rat-like shape, smaller than a man but much larger than a normal rat. They are capable of summoning and controlling giant rats, each wererat doing so with 2-12 of the creatures.

Weretiger: Weretigers are quite similar to normal tigers in their habitat. They are most often female. It is only 5% likely that weretigers will mingle with the normal sort of cat. They have the power to speak with all sorts of cats, however, and cats are 75% likely to be friendly with the weretiger because of this.

Werewolf: In their human form, werewolves are very difficult to detect, for they can be of nearly any build and of either sex. Werewolves are prone to retain bipedal form in their wolf state, but wolfweres (wolves which can become men) always take normal wolf form. Both sorts are likely to be found in a pack. Werewolf packs can be family groups if they number 5 to 8. Family packs consist of a male, female and 3 to 6 young of 60% to 90% growth. The male will fight at +2 to hit and full damage each time he hits if the female is attacked. If the cubs are attacked the female will attack at +3 to hit and do full damage possible each time she hits. The young fight at -4 to -1 to hit, according to their maturity, and inflict 2-5 points of damage/attack.

b/x

  1. Wererat: NA: 1-8(2-16), AC: 7(9)†, MV: 120'(40'), HD: 3, AL: C, DMG: 1-4 or by weapon
  2. Werewolf: NA: 1-6(2-12), AC: 5(9)†, MV: 180'(60'), HD: 4, AL: C, DMG: 2-8
  3. Wereboar: NA: 1-4(2-8), AC: 4(9)†, MV: 150'(50'), HD: 4+1, AL: N, DMG: 2-12
  4. Weretiger: NA: 1-4(1-4), AC: 3(9)†, MV: 150'(50'), HD: 5, AL: N, DMG: 2-12*
  5. Werebear: NA: 1-4(1-4), AC: 2(8)†, MV: 120'(40'), HD: 6, AL: N, DMG: 2-16*

* highest damage of their multiple attacks

† AC when in human form

Lycanthropes are humans who can change into beasts (or in the case of wererats, beasts who can change into humans). They do not wear armor, since it would interfere with their shapechanging. Any lycanthrope can summon 1 or 2 of the animals of their were- type (werebears may summon bears, werewolves may summon wolves, etc.) who will arrive in 1-4 (Id4) rounds. If a lycanthrope is hit by wolfsbane, it must save vs. Poison or run away in fear. The sprig of wolfsbane must be swung or thrown as a weapon, using normal combat procedures. All lycanthropes will turn back into human form when killed. Some animals (such as horses) do not like the smell of lycanthropes and will react with fear.

ANIMAL FORM: In animal form, a lycanthrope may only be harmed by magic weapons, silvered weapons, or magic spells. The lycanthrope cannot speak normal languages, though it can speak with normal animals of its were-type (for example, wererats can speak with normal rats).

HUMAN FORM: In human form, a lycanthrope often looks some- what like their were-form (wererats have longer noses, werebears are hairy, and so forth). In this form, they may be attacked normally, and may speak any known languages.

LYCANTHROPY: Lycanthropy is a disease. Any human character who is severely hurt by were-creatures (losing more than half of his or her hit points when in battle with them) will become a lycanthrope of the same type in 2-24 (2dl2) days. The victim will begin to show signs of the disease after only half that time. The disease will kill non-humans instead of turning them into were-creatures. It may only be cured by a high level cleric (11th level or greater, as explained in the D&D EXPERT rules), who will do so for a suitable price or service. Any character who becomes a full werecreature will become an NPC, to be run by the DM only.

Wererats: Wererats are different from most lycanthropes. They are intelligent, can speak Common in either form, and may use any weapon. A wererat usually prefers to use a man-sized rat form, but may become a full-sized human. Wererats are sneaky and often set ambushes, surprising on a roll of 1-4 (on Id6). They summon giant rats to help them in battle. Only a wererat's bite causes lycanthropy.

Werewolves: These creatures are semi-intelligent and usually hunt in packs. Any group of 5 or more will have a leader, who has 30 hit points, attacks as a 5 hit dice monster, and adds + 2 to damage rolls. Werewolves summon normal wolves to form large packs with them.

Wereboars: Wereboars are semi-intelligent and have bad tempers. In human form they often seem to be berserkers, and may act the same way in battle (gaining + 2 on "to hit" rolls and fighting to the death). Wereboars summon normal boars to help them in battle.

Weretigers: These relatives of the Great Cats often act like them, being very curious but becoming dangerous when threatened. They are good swimmers and quiet trackers, surprising on a roll of 1-4 (on Id6). They may summon any type of Great Cat that is in the area (preferring tigers).

Werebears: Werebears are very intelligent, even in animal form. A werebear usually prefers to live alone or with bears. It might be friendly, however, if peacefully approached. In combat, werebears may hug for 2-16 (2d8) points of damage (in addition to normal damage) if both paws hit the same target in one combat round. A werebear may summon any type of bear in the area.

weretiger

analysis

od&d

The statistics of the lycanthropes generally represent the stature and heartiness of the animal version of said lycanthrope, having the wolf be the easiest to hit and least hit die, and the bear being the most. The alignments of all but the werebear are the same.

Unsurprisingly, OD&D is the simplest of all the different versions, but due to this simplicity leaves a lot of room for speculation or taking the traditional understanding of how lycanthropes work and rethinking them. OD&D only has a single description to be used for all listed types of lycanthropes, a convention which changes after Holmes. Lycanthropes are described as being in two types of groups when encountered: packs and family packs - numbers of each are given. This part is confusing given that the number in packs and family packs does not match with the number appearing statistic. The majority of the description is spent explaining the how a lycanthrope behaves when under attack, specifically, when their young are attacked. It explains that a mother will defend her children with a huge increase in statistics for a short time, and a male will defend his pack with a less-but-still-scary increase in statistics. This begs the question: when lycanthropes reproduce, do they birth lycanthropes? Are these human that bare the disease? Are they animals? If they are animals, the rules make it clear they still are defined as lycanthropes. Are lycanthropes able to reproduce with their namesake non-lycanthrope animal? Do lycanthropes retain their human intelligence or do they become animalistic beyond memory? All questions left up to the referee to decide.

It describes how one might be "infected" by "taking 50% of total possible damage". One could interpret that to mean 50% or more of the maximum damage a lycanthrope could deal on any particular hit (3+ dmg) or 50% of the damage the player could take before dying. In later editions there will be some clarity given to that description to support reducing the player to 50% or less HP, but running it the other way would mean lycanthropes are extremely likely to infect. Given the likelihood of their appearance when rolling wilderness encounters in OD&D, this could make a lot of sense.

The description is completely devoid of any descriptions of a lycanthrope's appearance. Can you tell when you are fighting a lycanthrope? Do they appear as their namesake animals? Do they appear as a half-man half-animal hybrid? There is also a lack of explanation on how the transformation takes place. Do they only transform on the full moon, are they permanently in their were-forms, or are they able to transform back and forth at will?

Given the way the entry emphasizes packs and family packs, I tend to lean in the direction that lycanthropes take the form of their namesake with little-to-no indication they are afflicted with the disease to those who they encounter. The transformation is permanent considering the encounter tables make no mention of moon phases and their frequency of appearing is high (meaning you would or could very likely encounter werewolves several days in a row).

This description also lacks any mention of silver or wolvesbane even though there are silvered weapons and wolvesbane in the equipment list. One could make the assumption the reason these items appear in the equipment list is expressly for lycanthropes, although it is interesting to consider that perhaps they take damage just the same as regular creatures meaning that players could have absolutely no idea that the pack of wolves they slayed were indeed lycanthropes and that their wounded compatriot, Borlark the fighting-man, will change into one of the beasts in 2-24 days. Not only does it make fighting lycanthropes far scarier, it also makes fighting regular versions of the creature potentially just as scary for the players.

The affliction itself is described as an "infection" and requires a "cure disease spell from a cleric", rather than a curse. It makes it feel very biological rather than magical. This biological element supports the idea that one is unable to control their transformation and it isn't affected by a lunar cycle (to me that feels more magic-y and curse-y than a disease). Interestingly only a cleric may cure this affliction (though in OD&D these are the only class with a cure disease spell). The wording also could indicate that once the 2-24 days have elapsed, the cure disease spell from a cleric doesn't cure you, meaning you are permanently in your new animal form.

werebear

holmes basic

Holmes adds the wererat to the list of lycanthropes, likely taken from the Greyhawk supplement. The statistics stay very similar to those in OD&D. The description also, just as in OD&D remains as a blanket statement for all lycanthropes.

In Holmesian manner, the book emphasizes the ability for the referee to create their own material with mentioning wereleopards and weresharks as examples, but not listing statistics for such creatures.

Holmes drops the mention of a pack or family pack, adds the weakness to silver and wolvesbane. He also clarifies the confusing language about infection being 50% of total damage, instead saying: '50% of possible hit points'.

He adds the sentence "lycanthropes will often assume their human form to deceive their victims" implying that lycanthropes have the ability to shift in and out of their animal form.

The clarification about the mental capabilities of lycanthropes is added, mentioning they are intelligent. Does this mean they are incapable of speaking or communicating with their non-lycanthropic namesakes?

Specifically wererats are called out as having the unique ability to "summon 10 to 100 rats as a vampire" as well as remain in a half-rat, half-human form implying that most or all other lycanthropes will instead be in a full animal form.

wererat

ad&d

In typical AD&D fashion, we are presented with the most thorough description. Each type of lycanthrope is listed with detailed statistics as well as a special descriptive section explaining their appearance and behavior and how it differs from other lycanthropes, justifying their large variance in alignment differences.

A new way to prevent lycanthropy is mentioned - ingesting belladonna has a 25% chance to cure with a 1% chance of death. Otherwise the window of time to have a cleric cast a cure disease spell on the afflicted is only 3 days AND it can't just be any cleric with cure disease, it must be a 12th level patriarch. If you miss your 3 day window, tough luck because you will become a lycanthrope in 7-14 days.

The book also mentions that there are "there are some other forms of lycanthropes, but these are very rare in the extreme". This could mean in how the disease operates, perhaps referring to a curse/magic-based lycanthropy or perhaps it is referring to different species of lycanthropic animals.

The likelihood of presence with other non-lycanthropic versions of their namesakes is mentioned, indicating that they may seek community with their animal counterparts. Werewolves are mentioned specifically to have packs like previously mentioned in OD&D.

b/x

Surprisingly B/X has quite a bit of detail on lycanthropes. There is an emphasis placed on the human vs the animal form, but despite the fact that this version puts the most emphasis on the ability for a werecreature to take on its different forms, the rules specify that once a character reaches complete infection, the character is taken from the player to become an NPC. This decision is strange, but I see two reasons why this rule might have been added: 1. this is a basic version of the game meant to teach a less-complex d&d to younger players. Adding a werewolf to your game increases complexity and 2. becoming a werewolf that can change between forms at will, summon creatures to help them fight, and have amazing base AC, HD, and damage isn't really something to be feared, but instead sought out.

There is little mention of the shape taken in the "animal form", but the description of the wererat implies that most were-creatures (except the wererat) take a full animal form. Further, human forms are described as taking on elements of the animal of which the lycanthropic disease came, meaning men described as having rat-like features may very well be wererats, making good indication to your players when they may be interacting with a lycanthrope in human form.

The specification that non-humans die if fully infected is added in B/X for unexplained reasons. I find this very strange though it opens up the opportunity for the referee to get creative on why that might be the case within his campaign. Lastly B/X maintains the high-level requirement for the cure disease spell.

⇦ back to all posts
#ADD  #BX  #Holmes  #ODD