Monstrous Monday: Werecamel

So, I’ve been scanning old issues of Polyhedron (the RPGA's house magazine, put out by TSR) for humor content, and came across the module “The Camel’s Nose” is Polyhedron #29 (May 1986). The adventure follows a group of nomadic Valley Elves as they make a pilgrimage to a site holy to Camelopardus, the Camel Lord of the Desert. It’s exactly what you’d expect of a joke module from the mid-80s, but it has some charm for all its flaws. A werecamel plays a part, and I couldn’t resist converting it. I also include a camel stat block because I'm not happy with the several different ones I've found online.

I didn't get to finishing this up until Tuesday, but “Monstrous Monday” only works one day a week, so I'm back-dating it.

Native to the deserts, werecamels are lycanthropes able to assume the form of a human-camel hybrid or a normal camel. It is said they were a band of desert wanderers who found favor with Camelopardus, Camel Lord of the Desert. Normally, they may be encountered as desert travelers—usually as wandering traders or bandits—or at the occasional oasis where they may make a living selling rugs or pack-camels.

Supremely adapted to the desert environment, in camel form a werecamel can go for weeks without requiring water. Their most despised attack form is their spittle, which they may launch at great distance and with excellent aim—they always go for the eyes.

Blessed of the Camel Lord. As a ritual, a werecamel may summon 14 (4d6) camels that arrive over the course of the next day, under their own power.

Werecamel
Medium humanoid (human, shapechanger), neutral

Armor Class 11 in humanoid form, 14 (natural armor) in camel or hybrid form
Hit Points 53 (6d8 + 24)
Speed 30 ft. (50 ft. in camel and hybrid form)
STR    DEX    CON    INT    WIS    CHA
16 (+3)    12 (+1)    18 (+4)    11 (+0)    10 (+0)    11 (+0)
Skills Nature +2, Perception +4
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses passive Perception 14
Languages Common (can't speak in camel form)
Challenge 2 (450 XP)      Proficiency Bonus +2

Desert Adaptation. The werecamel does not suffer exhaustion from extremes of heat, cold, or wind.

Keen Smell. The werecamel has advantage on Wisdom (Perception) checks that rely on smell.

Shapechanger. The werecamel can use its action to polymorph into a camel-humanoid hybrid or into a camel, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.

Regeneration. The werecamel regains 10 hit points at the start of its turn. If the werecamel takes damage from a silvered weapon or a spell, this trait doesn't function at the start of the werecamel's next turn. The werecamel dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions
Multiattack (Humanoid or Hybrid Form Only). The werecamel makes two attacks: two with its scimitar (humanoid form) or one with its bite and one with its scimitar (hybrid form).

Bite (Camel or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with werecamel lycanthropy.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Spit. Ranged Weapon Attack: +3 to hit, range 15/45 ft., one creature. Hit: the creature must make a DC 13 Dexterity saving throw; on a failed save, the victim is blinded for 1 minute. The victim can repeat the saving throw at the end of its turn, ending the blindness with a success.



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