Tuesday, July 30, 2019

Dreamtime Feather

Dreamtime Feather

By Tavaer

“...Once I saw a Tortle Berserker break his last weapon over the skull of a dying foe...then the strangest thing occurred, where the Tort stood was a hulking bear creature that looked as if it could rend tree and stone with just a glare if not sheer might. He...well she now, turned and remarked upon the carnage it had just wrought while sitting to meditate; “Violence is never the answer....Ohhhmmm.”...She left all the weapons and loot right there...I sold em' for a decent bit, but she kept the strange glowing boomerang she used so mercilessly before...”


A boomerang of unusual make that bears ancient symbols hearkening back to the early writings of human kind. It's surface and texture appear wooden, but also glows with a prismatic luster.

After it has been used in a battle it will cause the one carrying it; even through indirect contact such as clothing or baggage, to transform into the paragon of another race they closest resemble in personality- changing them to the point of caricature, but it also changes the personality of the new being to it's near opposite. In this state they have no memory of their other self and act accordingly as if they had always been. Any extraneous armor and clothing is altered or removed. The change is undone when the boomerang is separated from the one holding it, (perhaps if thrown again) and the victim will return to their prior state with no memory of their alter ego, but more compelled to pick up to pick up boomerang than before. If not caught or interfered with in midair it will always land nearby, embedding itself where it is clearly visible. The boomerang has no visible effect on those who have not used it against a foe.

Monday, July 29, 2019

Protean Pearl

Protean Pearl

Believed to be an actual biological byproduct of Proteus, Primeval God of Change, this pearl constantly cycles through a rainbow of colors. They come in many sizes, typically between marble and tennis ball sized, and is often found inset into a bracelet or amulet. When worn or carried, it protects the owner from incoming transformations...with a few caveats.

Any attempt at directly altering the owner's form is negated, the power of the effect absorbed into the pearl, whether the owner wants it or not. Due to its divine origins, even divine powers can be absorbed. Spells cast by the owner, as well as powers innate to the owner, are not affected by this, but magic items used by the owner are. Once an effect is absorbed by the pearl, subsequent, identical effects from the same source are negated, but not absorbed.

The pearl has a limited safe capacity. Depending on the pearl's size, it can hold between 3 and 12 transformative effects. Should this limit be exceeded, the pearl will crack. This crack isn't particularly obvious, but might be noticed by an observant viewer. Once cracked, the pearl has a 5% chance of exploding every time it is struck, 24 hours pass, or it absorbs another effect. This chance increases by 5% each time such an instance occurs. There is no known way of safely releasing a stored effect or repairing a cracked pearl.

Should it explode, all absorbed transformative effects are immediately released, with each having a 50% chance of affecting the pearl's holder, and a 50% chance of instead affecting an random applicable being within 30 feet (possibly including the holder.)

Friday, July 26, 2019

Tengu Fan

Tengu Fan

This ornate paper fan is standard issue of the tengu, proud crow-spirits from the east. Nobody knows where they get them, but most fans bear decorations and colors specific to the original owner. While every such fan is believed to originally belong to a tengu, they are sometimes stolen or lost, and can be used by any creature capable of grasping it.

The most useful property of the fan is its power over wind. With a simple flick, it can create short-range gusts of wind in any shape or direction the wielder desires, and the wind continues so long as they keep fanning. The utilities of this are largely a matter of the wielder's imagination, but it can be used to push human-sized creatures, clear harmful gasses, create updrafts to aid in leaping or flying, and even create a circular "barrier" of wind that can deflect arrows and bolts, but not bullets. It can even create a stronger gust, strong enough to lift a horse of its feet, though this stronger power takes eight hours to recharge.

The fan has another, stranger power. If the fan is gently waved at a creature within sixty feet, and the wielder doesn't wish otherwise, its nose will begin to grow longer, up to an inch per second! This growth lasts indefinitely, but can be reversed by even weak curse-removing effects, or by the wielder of any tengu fan.

Tuesday, July 23, 2019

Cloak of the Wolpertinger

Cloak of the Wolpertinger

This bizarre hooded cloak appears well crafted, if a bit strange, sporting a weave of brown and gray feathers down the back, and a pair of small antlers attached to the hood. It was crafted by a talented but eccentric wizard who was obsessed with wolpertingers; mythical animals said to resemble rabbits with wings and antlers. So great was this obsession, he actually magically altered a population of rabbits to ensure wolpertingers were no longer mythical! It's unknown what became of them, or how many of these cloaks were made. To this day, however, new ones continue to be found.

The power of the cloak is straightforward. Upon attempting to invoke the cloak's magic, the cloak merges with the wearer, transforming them into a wolpertinger, either rabbit sized or the size of their natural form. The size is randomly chosen if the wearer doesn't choose. This form is fast, agile, capable of flight, and rather strong at larger sizes. They can still speak, and the transformation lasts as long as the wearer likes, and they can transform to and from this form freely.

The wizard, while powerful, was reckless in his methods, however, and the cloak has a notable flaw unknown it its creator. Every time the wearer transforms to or from wolpertinger form, there is a chance of the cloak's magic failing. The base chance is 0%, increasing by 1% for each use after the first three. This chance resets when the cloak has gone 8 hours without transforming. In addition, the user cannot transform directly between large and small wolpertinger forms. They can only access either form from their natural form.

When the magic fails, the cloak immediately and permanently vanishes, often leaving the user in a partially transformed state.

01-20
The user is left in their natural form, without the cloak.
21-60
The user is trapped in wolpertinger form. If originally humanoid, they have a 50% chance of becoming anthropomorphic.
61-70
The user is left in their natural form, but with a wolpertinger's head.
71-80
The user is left as a wolpertinger, but with their natural head and upper torso.
81-90
The user is left in their natural form, but with antlers, buck teeth, and small, vestigial wings.
91-100
The user is left in their natural form, but with antlers, buck teeth, wings, furry arms, a fluffy tail and/or furred, digitigrade feet. 50% chance for each.

If the magic fails while transforming to or from the smaller size, roll here, as well.

01-50
The user retains their normal size.
51-75
The user is trapped at rabbit size.
76-100
The user is trapped halfway between normal and rabbit size.

For a victim of this failure, there is no magical effect left to dispel or cure. They can only be returned to normal by additional transformative effects.

Monday, July 22, 2019

Vestment of Rebirth

Vestment of Rebirth

Believed to be a creation of a goddess of love and beauty, this blue and white silken kimono is as rare as it is powerful. The material, while soft, is quite strong, and even seems to harden in response to incoming attacks, making it serviceable as armor.

Merely wearing the enchanted garment fills the wearer with vitality. Their rate of natural healing is doubled, and they receive moderate protection against disease. The vestment's most important attribute however, and the one it's named for, is its ability to resurrect the dead.

Should any intelligent creature die while wearing the Vestment of Rebirth, or should it be draped over a creature that died less than 24 hours prior, the kimono will enlarge, engulf the creature, and harden into a steel-hard cocoon. Should the cocoon be breached within the hour, the contained creature will break down into biological goo, truly dead. Otherwise, the cocooned creature will be rebuilt, free of injury, disease, and all but the most potent curses, and de-aged to their prime if possible. They will acquire a number of traits from wildlife, with a strong priority placed on traits that could've prevented their death. The cocoon disintegrates at this point.

Friday, July 19, 2019

Aarakocra Confinement Hood

Aarakocra Confinement Hood

Concept by Tavaer

This magic hood, resembling a leather falconry hood, was created long ago by a race of bird-people known as aarakocra. Inherently claustrophobic, they created this hood as a means of punishing prisoners. While it has long since fallen out use for its cruelty, they can still occasionally be found on black markets or discarded in dungeons. Upon being placed on an intelligent creature the hood's straps wrap themselves around the victim's jaw, binding itself to their head. While worn, the wearer is effectively both blind and deaf. If the wearer tries to remove the hood violently, or if it is placed on an avian humanoid, the hood manifests additional bindings, including a gag for the mouth, straps to bind arms or wings, and a pair of tethered ankle cuffs with attached bells. All parts of the hood regenerate rapidly from physical damage, but can be removed using standard anti-magic or anti-curse measures. It also automatically detaches from the wearer should they lose consciousness.

To the aarakocra, being bound, blind, and deaf is terrifying to the point of being maddening. After decades of use, some of these hoods were...changed by the perpetual terror of their wearers. These “haunted” hoods function the same as their more common variation on aarakocra, but in addition to sensory deprivation, other races will find themselves bombarded incessantly by the fearful and desperate thoughts of the hood's previous wearers. After as little as half an hour of this torturous exposure, the wearer begins to have trouble telling these memories apart from their own, and their own identity becomes muddled with those of the hood's previous victims. If the hood is not removed shortly after, they may come to believe that they themselves are and have always been an aarakocra. The warped magic of the hood is potent enough that if the hood is worn past this point, the victim actually may even begin to physically transform into an aarakocra! In most cases, this progression of confusion, delusion, and transformation will run its course 120~150 minutes after donning the hood, though strong-willed individuals might be able to hold out for much longer.

Even if the haunted hood is removed, if it has been worn for more than 30 minutes, the assault on the victim's sense of self leaves them in a dazed state for 24 hours, during which they are highly suggestible, and likely to come to believe anything told to them, and are extremely vulnerable to psychological manipulation.

Thursday, July 18, 2019

Idol of Lolth

Idol of Lolth

A jet black idol in the image of a feared and vengeful spider goddess with rubies for eyes, sometimes found in her shrines and temples. It weighs about ten pounds. Merely carrying the durable idol grants the holder several powers. At will, they can cast large webs, and they themselves cannot be snared by webs. They can climb along all but the slickest surfaces, whether walls or ceilings. Most non-sentient spider creatures will obey the holder's commands to the best of their understanding. Unsurprisingly, the idol also bears a curse, intended to punish those who would steal it.



After being carried for an hour, the idol implants a thought into the holder's mind, though those of strong will may resist it. The holder acquires the delusion that the the idol corrupts the holder, and that only he can resist it. This delusion remains until the holder has been separated from the idol for at least twenty-four hours. At the same time, the idol causes a horrid transformation in its owner. So long as the idol's delusion is in their mind, they will be unable to perceive the changes in their body.



Days
Changes
1-6
Thick black hairs grow over the limbs.
7-15
The beginnings of mandibles form near the cheeks. The last digit on each hand and foot begins to shrink and atrophy. Two tiny eyes begin to form near the natural eyes.
16-24
The last digit on each hand and foot shrivels and falls off. The mandibles grow into functional fangs, and small, vestigial limbs begin to form, enough to bring the limb count up to eight. A small abdominal growth forms, or if a tail is already present, it begins swelling.
25-33
The hairs thicken and spread over most of the body, while natural hair begins to thin. The third and fourth eyes are slightly smaller than their original eyes, and two more eyes start to develop. If there are still four fingers or toes on any extremity, one more drops off of each.
34-42
The skin hardens and becomes chitinous. All original hair falls out. Fifth and sixth eyes are fully grown, and two more begin to form. The extra limbs grow into fully functional arms, and the abdomen grows larger.
43-51
All eight eyes are fully formed, and the abdomen swells to its full size, and possesses fully-functional spinnerets.
52-60
All non-arachnid attributes, such as hands, upright posture and speech are lost. The afflicted appears to be a giant spider.



After 60 days, the holder's mind is lost, and they become a spider in mind as well as body. If the afflicted is relieved of the idol within the first six days, all mutations will reverse in the same amount of time. Afterwards, only further transformative effects can reverse the changes. Anti-curse magic temporarily breaks the delusion, and pauses the transformation for a day.

Sunday, July 14, 2019

Incense of Fullness

Incense of Fullness

Created by a workaholic alchemist who hated wasting time doing things like eating, this incense comes in tiny pouches of powder. When burned, it creates one of a variety of hearty aromas, typically similar to baking bread or seasoned meat. After breathing the incense for at least 30 minutes, the user experiences a pleasant feeling of fullness, which remains until they've not been exposed to the incense for four hours. During this time, they experience no hunger. This strange satiation provides all the benefits of a regular, healthy diet.

However, the incense is intended to replace regular food intake, not compliment it. If one eats actual food while under the effects of the incense, almost all of the food's caloric value will be converted to fat. It's also not a good idea to eat the powder, despite its delicious smell. If one actually ingests a dose, it tastes much like it smells, and is indeed quite filling, but also will cause between fourty and sixty pounds of weight gain over the course of 24 hours!

Another alchemist, more mischievous in nature, took inspiration from this creation, and made his own less benign variation, the Incense of Ballooning. Basic magical and chemical identification will suggest it has the same properties as the Incense of Fullness, and functions similarly, except for an insidious side-effect: Four hours after breathing the incense, the user begins gaining weight, gaining five pounds for every thirty minutes of exposure. This is accompanied by a warm, pleasant feeling, and it will take a notable effort of will to extinguish the incense or otherwise remove oneself from its presence. If the Incense of Ballooning is ingested, the imbiber should expect 1d100+100 pounds of growth within three hours.

Thursday, July 11, 2019

Girdle of Tiresias

Girdle of Tiresias

As per the desire of you viewers, we're transitioning to the topic of magic items, and what a deep, deep well that is! While possibly even older in mythology than lycanthropy, the strong ties to transformation are a more modern matter. Especially in modern transformation stories and art, transformations are often brought on by a hapless victim touching or wearing a strange item, often bearing the likeness of what it's going to turn them into.

Of special note are "cursed" items. The definition of a cursed item varies from universe to universe, but there are certainly common trends, such as being irremovable, being detrimental to the user, or activating without the user's volition. Just why an item is cursed varies on an item by item basis. Perhaps the item was intended as a trap by the creator. Perhaps the creator made a mistake in its creation. Perhaps what is seen as a curse by most was seen as a blessing by the creator. Cursory magical identification will often read magic items as something more benign.

Today's magic item is a classic, appearing in most, if not all editions of Dungeons & Dragons as a cursed item. Cursed items in D&D typically aren't terribly interesting, generally either unceremoniously killing the user, or just doing the opposite of what they claim to do. One item in particular is notable for not being blatantly hostile to the user...the Girdle of Masculinity/Femininity. It just rolls off the tongue, doesn't it? In at least one instance, it was called the Girdle of Tiresias, after the Greek oracle who was transformed into a woman. A much nicer name, and the one I'll be using.

It's unclear just why this item was created, or by whom, but its effect is anything but. Ordinary magical identification will suggest some common beneficial effect, such as enhancing the wearer's strength or durability, but upon donning the girdle, the wearer's gender is abruptly changed!

01-05
The wearer loses all gender-specific features.
06-95
The wearer changes to the opposite gender. For wearers of non-binary physical gender, they lose all gender-specific characteristics, and gain all the ones they didn't have.
96-100
The wearer becomes intersex, developing the genitalia of the other gender while retaining their own.


Upon activating, the girdle loses all magical properties. It can be freely removed, but this does not undo the transformation. The transformation cannot cured by effects that dispel magic or curses, as no magic effect remains of the user. The only way to reverse the effect is by applying another gender-altering effect. The girdle will not affect pregnant creatures.

Wednesday, July 10, 2019

Chimera Virus

Chimera Virus

From the journal of Elric Hartson, monster researcher:

Aug 19

In review, Henry was bitten by a "strange wolf" while hunting twenty-two days ago. The changes began six days later, and he was imprisoned six days after that. There's evidency both for and against lycanthropy:
Bitten by a "strange wolf" (+)
Grew a tail (+)
Lupine muzzle (+)
Increased healing ability and appetite (+)
No abnormal reaction to silver, stress, or belladonna tea (-)
No sign of violent or animalistic behavior (-)
Tail looks rather ratty (-)
Fingers have fused into a hoof-like structure (-)

I'm increasingly convinced that Henry is not a werewolf, but the xenophobic bumpkins are not. I have less than a week to find another explanation for these symptoms, possibly a cure, or the villiage's best hunter and father of three will burn at the stake. I fear drastic measures may be neccessary.

History: The chimera virus originated in an experiment intended to create a being capable of altering and improving its form at will. Instead, the first subject, or "patient zero," showed no exceptional capabilities, and the illegal experiment was broken up before the subject reached adulthood, at which point she began exhibiting abnormal abilities. At first it seemed benign. Improved healing, a strengthened immune system, increased muscle efficiency...soon, though, it became apparent that her body involuntarily copied traits from genetic samples she was exposed to. A dog bite, a sneeze, and she would become more like the donor. For a time, this was manageable, until a chance mutation in her unstable genetics caused her very DNA to become viral, forcefully replacing the genetic data of others with her own, while continuing to pick up traits from elsewhere. She was soon quarantined, but not before the new "chimera virus" escaped into the public.

Infection: The chimera virus is primarily contracted through fluid exchange, by biting, being bitten by, or ingesting an infected creature. Sexual contact is also highly likely to transmit it. While it can be carried on one's breath, it is much less infectious airborne. Under most circumstances, plants, fungi, and invertebrates are immune to infection.

Symptoms: The chimera virus actually has a surprising number of benign effects. While infected, a victim exhibits increased natural healing, recovering from most injuries in a day or two, and even regenerating severed limbs and nerve damage over the course of a week. It also bolsters the strength of the victim's immune system, and most other infections suffered will likely be quickly overcome. This does come at the cost increased metabolic requirements, and sufferers require between 1.5 and 2 times as much food as normal. All of these cease should the virus be cured.

Progression: The most notable symptom of the virus, of course, is mutation. The virus “remembers” up to three genetic samples. Upon infection, the only sample is that of the creature that infected the current host, but more can be learned should other genetic data be introduced to the host, typically through fluid exchange, whether by venom, saliva, or sexual fluid, but it's also possible through ingesting under-cooked meat or unpasteurized milk. If more than three samples are acquired, the oldest is forgotten. Every 3-7 days, there is a small chance for the host to overcome the virus, removing the infection, but not any mutations that have occurred. If the host fails to overcome it, they suffer a mutation from the table below, gaining traits from a randomly chosen sample. The virus cannot identify genetic information from plants, fungi, or invertebrates.

Excepting mishaps, there is a 75% chance a mutation hybridizes the trait with the host's current form (i.e. a human gaining a wolf's arms gains furry arms, paw pads, and claws, but retains hands,) and a 25% of fully copying that trait (i.e. a human gaining a wolf's arms loses their hands in exchange for a wolf's forepaws.) If a roll would do nothing (a human copying a centaur's facial structure,) or just doesn't make sense (a human gaining the wings/extra appendages of a wolf,) reroll.

01-10
The hosts' ears, eyes, and nose change to resemble the copied creature.
11-20
The host's facial structure changes to resemble the copied creature.
21-25
The host's skin covering (fur, scales, etc.) changes to resemble the copied creature.
26-35
The host's arms or upper limbs change to resemble the copied creature.
36-45
The host's legs or lower limbs change to resemble the copied creature.
46-50
The host's general body shape changes to resemble the copied creature.
51-60
The host's other limbs, like wings or extra limbs, change to resemble the copied creature.
61-70
The host's tail changes to resemble the copied creature.
71-75
The host's gender changes to resemble the copied creature.
76-80
The host's internal functions (heat management, digestion, etc.) change to resemble the copied creature.
81-90
The host copies some other trait from the copied creature.
91-99
Mishap!
100
Critical mishap! (Or regular mishap if this is too character-destroying)

Mishaps:
01-30
Roll again on main table, but effect only affects half of body.
31-55
The host grows limbs or organs of copied creature, but in excess of what copied creature has. 50% chance that limbs or organs are in a sub-optimal location.
56-65
The host grows an extra head. There is a 25% chance the head has its own independent thoughts and desires, in which case the host's heads can attempt to wrest control of the body from the others once every few hours.
66-90
The host loses a random limb or organ altogether.
91-100
The virus somehow copies plant, fungi, or invertebrate through airborne pollen, spores, or a bug bite. Add appropriate sample, and roll again.

Critical Mishaps:
01-15
The host becomes an amorphous, fleshy ooze. They can vaguely control their form, creating sensory organs and crude limbs, but they lack the coordination to take any complex shape for more than a few seconds.
16-30
The host begins creating clones of itself, which they will birth every 4-6 months.
31-60
The host develops a growth defect that causes them to grow endlessly. They may simply begin growing larger, or they may begin lengthening, or endlessly growing additional limbs and organs.
61-100
The virus becomes fully integrated with the host's DNA, and they can no longer be cured, save through complex genetic modification or by rolling this result a second time.

Curing: The chimera virus can be eventually fought off by the very augmentations it made to the host's immune system. It can also be removed with moderately powerful disease-removing magic.

Thursday, July 4, 2019

Souleater Fleas

Souleater Fleas

Concept by Tavaer

The souleater is a tiny external parasite resembling a flea that primarily feeds on sentient beings. While they are somewhat nourished by blood, they only thrive when feeding off of the very humanity of its host, draining it away through a poorly-understood ability. It is believed they were created by a spiteful wizard in retaliation against a town that killed her familiar, and spread from there. In ordinary animals, a souleater infestation has no symptoms beyond the itching and irritation typical to fleas. In humans and other sentient beings, however, they cause a frightful transformation.

1-5 days
No symptoms beyond itching.
6-10 days
The host begins displaying traits of a furry mammal, such as fangs, ears, and tail. The traits are typically those of a wolf, but any furry mammal is possible.
11-15 days
The host continues transforming, becoming an anthropomorphic animal.
16-20 days
The host's personality begins to change, and their inhibitions lessen, and they become detached from societal behaviors like manners.
21-25 days
The previous changes become irreversible. During this stage, the host becomes increasingly bestial, until they're unmistakable from a common animal. Speech is lost.
26-30 days
The host's humanity fades entirely, and they adopt the typical behaviors and mentality of their new form.
31+ days
The previous changes become irreversible.


The stages are longer in heartier individuals, and shorter in frail ones. The transformation can be halted through a special bathing regiment involving specific herbs and a trace of powdered silver. Continuing this treatment for a week will kill the infestation, and the transformation will reverse at the same rate it progressed. The infestation can also be cured by burning *all* hair away from the host with fire, but this is both harmful to the host, and unreliable. Standard antiparasitic baths will slow the transformation's progress by half, as will intense cold. Antiparasitic magic can halt the transformation temporarily, but will not kill the infestation unless the magic's source is incredibly potent.

A lesser, species has been engineered by unscrupulous wizards as a cruel prank. These "domestic" souleaters will never cause symptoms beyond the 20 day mark, and can be killed by standard anti-flea baths or magic.

Tuesday, July 2, 2019

Custom Werecreature Creator

There is perhaps no more iconic or renowned transformation than that of a man becoming a wolf. In its origins, lycanthropy was a haphazard collection of loosely related beliefs, lacking most of the common traits of modern werewolves. A contagious bite, a vulnerability to silver...most werewolf tropes were popularized after the 18th century.

And how popular they are! Beyond an icon of transformation fiction, werewolves are an icon of both classic horror and classic fantasy, being abundant in most fantasy worlds, whether literature, video game, comic book universe, or tabletop roleplaying game. In games especially, werewolves have branched into a whole menagerie of werecreatures, from the common werebears, weretigers, and wererats, to oddities such as wereravens, weresnakes, and even wererays!

In celebration and exploration of lycanthropy, it will be our first topic of observation. And I'm starting the topic with a homemade werecreature creator!

Disclaimer: At the end of the day, the following tables are just suggestions. If you want to randomly roll, I've provided weighted numbers to roll against. That said, if there's something specific you want, or even something not on the table, you aren't bound to any of this.

This list functions on a couple assumptions. First is that the affliction is spread through fluid exchange, typically through a bite, but possibly through sexual contact or perhaps a blood infusion. Second, that a werecreature can learn to resist, influence, and even invoke their transformation with sufficient training and discipline, and that it comes easier to the those born into the affliction.

First and foremost, every werecreature has a bestial form that is taken, which we will call the "wereform." Time to break out that d100!

01-20
Wolf
21-30
Bear
31-40
Rat
41-50
Tiger, or other big cat
51-55
Bat
56-60
Boar
61-65
Shark
66-70
Raven
71-75
Jackal, fox or other non-wolf canid
76-80
Crocodile or large lizard
81-85
Hyena
86-100
Other


There's more to a wereform than just species, though...does it appear identical to a wild beast, or is it an anthropomorphic monster?

01-40
The wereform is that of the animal species, but is within 20% of the base form's size. Incapable of human speech.
41-70
The wereform is an anthropomorphic version of the animal species.
71-90
The wereform is that of the animal species, but larger and more vicious, with larger fangs and claws, and additional horns, spines, and other menacing features. It is at least 30% larger than the base form. Incapable of human speech.
91-00
The wereform resembles the base form, but with features of the animal species, such as ears, fangs, claws, and tail.


So...we know what out unfortunate werecreature becomes, but what triggers the transformation? Classically, it's the full moon, but that's only three nights a month...predictable, too! To keep things fresh, I've explored a few...alternative options.

01-20
The creature enters wereform when the full moon is in the night sky (or possibly a different phase,) and reverts in the morning.
21-30
The creature can change between forms at will.
31-45
The creature is in wereform from sundown to sunrise. They never need to sleep.
46-50
The creature changes form every day at a certain time.
51-65
The creature enters wereform for several hours whenever placed under great stress.
66-75
The creature enters wereform for several hours when exposed to a certain sound or substance. Optionally, another sound or substance is needed to return them to normal.
76-85
The creature enters wereform under certain environmental conditions, such as humidity or temperature, and reverts once said condition is no longer met.
86-90
The creature changes to and from wereform seemingly at random.
91-100
The creature enters wereform shortly after infection, and does not revert until cured.


And how does the werecreature behave when transformed? Does it go on a murderous, infectious rampage, or retreat into the wilderness? As a rule, I'd also say that a werecreature has a 50% chance of taking on a few animalistic behaviors in their human form.

01-10
The creature behaves the same way in wereform as it would in base form.
11-30
The creature loses most inhibitions in wereform, acting according to their base desires.
31-70
The creature rampages violently in wereform, attacking most other creatures that get close, though it might be friendly to similar werecreatures. Incapable of human speech. If the werecreature can transform at will, they transform back after a few hours.
71-90
When in wereform, the creature behaves as if a normal animal of their species. Incapable of human speech. If the werecreature can transform at will, they transform back after a few hours.
91-00
The wereform has its own personality, independent from the base creatures. They have their own preferences, opinions, and goals. The two personalities may or may not be aware of each other.


Aside from previously mentioned behavioral changes, does the base form exhibit any signs of being a werecreature?

01-40
The base form shows no outward symptoms.
41-80
The base form takes on minor animalistic traits, but not outside species norms. A werebear might become hairier and bulkier, and a wereraven might develop a longer, pointier nose.
81-90
The base form has a few animalistic traits from the wereform, such as ears or tail.
91-00
After each transformation, the base form retains a few more traits from the wereform.


It's common knowledge that you can't very well kill a werewolf without silver weapons...usually. Some werecreatures have no such resistances to mundane arms!

01-25
The wereform is nearly impervious to all physical harm save for a specific weakness.
26-50
The wereform instantly heals from nearly any injury save for those caused by a specific weakness.
51-75
The wereform possesses remarkable resilience and healing ability.
76-100
The wereform possesses no special resistances.


And if the werecreature has a special weakness...what exactly is it?

01-30
Silver
31-45
Fire
46-65
Blessed or holy things
66-75
Harm wrought by someone who genuinely cares for the werecreature
76-80
Exposure to a specific herb or substance neutralizes the werecreature's resistance
81-100
Other


Almost done! Lastly...maybe you just want to add a little special...something to your creature, to make it stand out. I've provided a few options for that. This table is exceptionally optional, but if roll on it multiple times, if you like.

01-40
The wereform possesses physical traits abnormal to the animal species, such as extra limbs or heads, or features of another creature.
41-65
The wereform possesses supernatural abilities, such as a breath weapon, teleportation, or magical flight.
66-70
The wereform is a different gender from the base form.
71-80
When transforming, treat the wereform as the base form, and vice-versa.
81-90
The wereform is small, no more than 2/3 of the base creature's size, with a somewhat childlike appearance.
91-95
The wereform is an animate plush, statue, robot, slime, or other non-animal form.
96-100
The creature is somehow affected by two or more different strains of lycanthropy, each with their own properties!

...have fun!

Amulet of Shapechanging

Amulet of Shapechanging “ During my travels, I've often found magic items discounted at stores. Typically, this is innocent as any...