Lycanthrope, Were-Ogre
| Statistic | Value |
|---|---|
| Climate/Terrain | Any |
| Frequency | Very rare |
| Organization | Solitary |
| Activity Cycle | Variable |
| Diet | Omnivore |
| Intelligence | Variable |
| Treasure | Incidental |
| Alignment | Any chaotic |
| No. of Appearing | 1 |
| Armor Class | 7 (base) |
| Move | Special |
| Hit Dice | 6 + level of lycanthrope |
| THAC0 | Variable |
| No. of Attacks | Variable |
| Damage/Attack | Variable |
| Special Attacks | Fights as a barbarian |
| Special Defenses | Fights as a barbarian |
| Magic Resistance | Nil |
| Size | M to L |
| Moral | Fanatic (18) |
| XP Value | Variable |
Description
The wereogre is a rare and bizzard form of lycanthrope. The character afflicted by this form of lycanthropy becomes an ogre with increadible strength and constitution. Great pain and strong negative emotions will trigger the transformation, as will many of the classical triggers. For the character afflicted, a second set of stats needs to be generated for the ogre form. Take the standard stats and:
- Multiply strength by 10 (note: you check the maximum press table and the strength number with ten times the maximum press of the character is the one you want) up to a maximum of 25 and minimum of 16.
- Add 6 points to Contitution (Minimum 16).
- Subtract 5 points from intelligence (Minimum 6).
- Divide Charisma by 3.
With these stats, roll the hit points for a barbarian six levels higher than the character. Calculate THAC0, dammage, etc.
Were ogres are peculiar with regard to alignment. They become chaotic upon transformation, but retain the Good-Neutral-Evil portion of their alignment.
They will scrupulously adhere to the most sacred tenants of their alignments and internal belief systems. Example: one who does not believe in killing, such as a Buddhist monk, will under no circumstance deliberately cause the death of another as a were ogre (general mayhem and destruction are another matter, however). These tenants become markedly exagerated in the were form. Regardless of alignment, a were ogre will never deliberately harm a loved one.
Combat
While in lycanthrope form, were ogres may not use any magical or psionic abilities. Magic using characters lose all memorized spells when becoming an ogre and must rememorize. Were ogres usually do not wear clothes nor armor, as anything they were wearing is ruined in the transformation. Magical armor gets a save vs spells. If made, the armor is retained. Typically, wereogres only use fists or blunt weapons. Since they fight as barbarians, this is usually enough.
Were ogres are immune to all forms of mind control; whenever an attempt is made to control a were ogre, the ogre is allowed a save vs spells. If successful, it senses the attack and its origin, and takes whatever violent action it deems neccessary. Example: a wizard attempts to charm a were ogre who is normally a paladin and order it to murder innocent villagers. This will likely result in the offending (and very foolish) wizard being torn limb from limb.
Habitat
Were ogres can be extremely destructive (within alignment restraints), and they forget what they have done upon returning to normal. Were ogres are usually very lonely people in their normal form. The Hulk is an example of a were ogre.
Ecology
Since they rarely claw or bite, transmission of this form of lycanthropy is rare indeed. Except for above-mentioned differences, this affliction is just like any other form of lycanthropy.