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==Mystara== [[File:Werejaguar HWR1.jpg|right|300px]] [[File:Werejaguar MC Mystara.jpg|left|300px]] The Mystaran werejaguar first debuted as monster in the [[Hollow World]] module "HWR1: Sons of Azca" as a monster, then became a PC race-class in [[Creature Crucible|PC4: Night Howlers]] for BECMI, whilst it was then converted to a monster for [[Advanced Dungeons & Dragons]] 2nd edition in the Mystara Monstrous Compendium Appendix. This later version of the Mystaran werejaguar is portrayed as a savage monster, even worse than the generic D&D werejaguar (Chaotic Evil to its Neutral Evil). These werejaguars inhabit tropical rain forests, and are fearsome solitary hunters with triple forms; human, beast, and man-beast. In their beast form, they appear as jaguars with glowing red eyes whilst retaining full human intelligence, whilst as humans, they tend to be lithe, long-limbed and athletic, with very sharp hearing. They are always found living on the edges of civilization at best, since they are extremely uncomfortable in urban environments; if forced to enter a city, a Mystaran werejaguar is always impatient and short-tempered. Their hybrid form is quite unusual, in that it looks mostly human; their legs become more well-developed, their forearms and lower legs become bestial claws, and their head changes into that of an anthropomorphic jaguar Regardless of their current form, a werejaguar's mood varies between quiet but alert contemplation of their surroundings to a harsh, controlled, predatory rage. Werejaguars are extremely solitary, avoiding all contact with others of their own kind and almost never lending aid to their fellows. Even mating can't bring them to spend time together; they copulate and then immediately going their separate ways, with the female giving birth to a litter of 1d8 cubs that she then abandons once they have matured by the age of 1 year old. Willing to hunt and devour all forms of meat, be it animal or humanoid, rainforest tribes often fear werejaguars and believe them to be the minions of the evil [[Mystaran Immortal]]s known to those settlements. Rumors tell of savage werejaguars able to cast clerical spells; these cats, witch doctors in hidden villages, devour victims in service to their Immortals. The werejaguars have one enemy they hate and fear above all others: the [[weretiger]], which shares their native territories but which is much stronger. ===Werejaguar PC Race-Class=== [[File:Werejaguar PC4 1.jpg|right|300px]] Werejaguars are amongst the myriad [[therianthrope]]s who received a writeup as a BECMI race-class in [[Creature Crucible|PC4: Night Howlers]]. See the [[Therianthrope]] page for a run-down of the special rules for playing a werebeast in BECMI. ::Werejaguar Ability Modifiers: +1 Strength, +1 Dexterity, -2 Wisdom ::A werejaguar has a Movement of 180' (60') and is an excellent climber. ::In rainforests, a werejaguar can surprise enemies on a 1-3 on a d6 Surprise Roll. ::When making a leaping attack from a higher position, the werejaguar gains a +1 to its ::Each round, a werejaguar can make 2 Claw Attacks (1d4 damage each) and 1 Bite Attack (1d8 damage). If it hits with both claw attacks against the same target in the same round, it can follow up by making a Rake attack (+2 to hit, 2d6 damage). ;Werejaguar Level Advancement Table {| class=wikitable !Experience Level ||XP || HD|| Special Abilities || AC |- |Cub (-3) ||-27,200 ||2d8+1 ||I ||7 |- |Whelp (-2) ||-20,400 ||3d8+1 ||II, III ||6 |- |Scamp (-1) ||-13,600 ||4d8+2 ||IV, V ||5 |- |Normal Monster (0) ||0 ||5d8+2 ||VI, VII ||4 |- |1 ||27,200 ||6d8+2 ||- ||- |- |2 ||81,600 ||7d8+3 ||- ||- |- |3 ||190,400 ||- ||VIII ||- |- |4 ||408,000 ||8d8+3 ||- ||- |- |5 ||708,000 ||9d8+4 ||IX ||- |- |6 ||1,000,000 ||10d8+4 ||- ||- |- |7 ||1,300,000 || -||X ||- |- |8 ||1,600,000 ||11d8+5 ||- ||- |- |9 ||1,900,000 ||+2 hit points ||Jaguar-Man Form ||- |- |Subsequent ||+300,000 ||+2 hit points ||- ||- |} {| class=wikitable !Werebeast Ability Number ||Werebeast Ability Description |- |I ||''Must'' take jaguar form on the nights of, preceding and following the full moon. Can voluntarily transform at night if the moon is visible. |- |II ||Normal weapons do 1/2 damage (round up). Can voluntarily transform at night without needing the moon. |- |III ||Can speak with jaguars and werejaguars while in beast form. |- |IV ||Can voluntarily transform whenever desired. |- |V ||Normal weapons do 1/4 damage (round up). |- |VI ||Immune to normal weapons when in beast or beast-man form. |- |VII ||Can summon 1d2 great cats (barring tigers and sabertooth tigers), which will arrive in 1d4 rounds (if in immediate vicinity) or 1d4 turns (if in the general area). This increases to 1d4 at 2nd level, 1d6 at 4th level, 1d8 at 6th level, and 1d10 at 8th level. Every four levels thereafter, add +1d10 to the great cats summoned. Tigers become an eligible summons at 1st level. Sabertooth tigers become an eligible summons at 4th level. |- |VIII ||Can recover 2d4 hit points for every full 24 hours of rest spent in wereform, increasing by +1d4 for every 3 additional levels. |- |IX ||Can now summon werejaguars when summoning jaguars; the total remains unchanged from Ability VII, with DM determining how many are normal and how many are werebeasts. |- |X ||Invisibility: When in wereform, a werejaguar can cast Invisibility (self only) 1/day per 2 levels. |}
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