Weresnakes
Amongst all the known therianthrope types, the werewolf, the wererat and the werebat are considered among the oldest of types. But even these do not compare to the age of weresnake therianthropes. While not super rare, these therianthropes are the most ancient of werecreatures. They are often confused with Nagas and Necarisus in their hybrid forms.
Those with therianthropy tend to develop a number of characteristics. Most develop reptilian like skin along their shoulders, arms and down their back. These are often a deep green to a mauve. The pupil of their eyes become diamond shape and their ears seem smaller as well.
In their hybrid shape they have a humanoid core body of their species type, their arms and legs become thin and lanky. Their hands and feet end in sharp claws. Their neck stretches becoming serpentine and their heads change into a serpent and growing a serpentine tail. They also gain a serpents forked tongue with which they gain additional supernatural senses.
In their animal shape they become a gigantic sized serpent.
Species Adjustments
These are the adjustments that a character with this therianthropy gain in addition to their character.
Merit Point Increase: +1500 per rank in addition to normal Species Merit Cost
Health Points: +10
Attributes: +10 to Agility and Perception; OR
+10 to Intelligence and Charisma
Move: Gain +15 to Base Movement
Vulnerability: Weapon Vulnerability (Iron) A weresnake is particularly vulnerable to the use of silver weapons.When this weapon is used against them they suffer additional 2d10 of bonus damage.
Therianthrope Special Abilities in Humanoid form:
Animal Telepathy: A therianthrope-humanoid can mentally communicate with its specific animal types (rats, wolves, bears, bats, drakes, tigers, apes, etc.) within 90’.
Berserk: When a therianthrope-humanoid enters combat, there is a cumulative 10% chance each turn that it will go berserk. The uncontrolled creature goes on a rampage, attacking the nearest foe or smashing some object smaller than itself if no target is within reach, then moves on to spread more destruction. It gains a +25 bonus for Attacks, gains 1 additional Full Action per turn, but suffers a -50 penalty to Physical Defense Checks. This lasts for d10+2 turns or until a therianthrope-humanoid is dead.
Hard to Kill: Anytime that a therianthrope-humanoid is reduced to 0 health it may make a Stamina Check. If successful a therianthrope-humanoid continues to fight and move on. A therianthrope-humanoid must make a new Stamina Check each time it is hit or once per turn until it can be healed or is killed. If it fails the check it dies instantly.
Natural Armor: The therianthrope-humanoid has a natural armor of (Stamina Modifier x3).
Regeneration: A therianthrope-humanoid can regenerate Health Points equal to (their Stamina modifier) health points per hour, along with regenerating lost limbs.
Hybrid Form Statistics
Weresnake
Health Points: +15 (to PC Base)
Attack Skill: +15 (to PC Base)
Initiative: +10
Attacks: Bite/Constriction (6/8;a10,b5) ;
Armor: None
Physical Defense: +15 (to PC Base) Magical Defense: +10 (to PC Base)
Divine Defense: +10 (to PC Base) Jinhu Defense: +15 (to PC Base)
Move: +10 (to PC Base) Luck Points: 2 Vision: Perfect Nightvision
Attributes: Str: +10, Agi: +10, Per: +15
Int: +10, Will: +15
Special Abilities
Deaf A weresnake cannot hear in its hybrid form. Because of this deafness it is immune to any spells, abilities or actionsthat have a vocal component in order to effect the creature.
Forked Tongue A weresnake has the ability to "taste" the air with a flick of their tongue when they do this they are ableto sense other creatures or beings within a 40' radius. These even includes undead beings.
Lightning Strike Three times per day as a part of a Full Action attack a weresnake can move with such speed that itsattacks leave an opponent dazed and less able to defend itself. By Sacrificing a number of successes in its attack, it cancause the target to suffer a -10 penalty to all its skills checks for each success sacrificed in this way. This effect lasts for 1turn per 2 successes that the weresnake sacrificed.
Tail Lash As a Simple Action a weresnake is able to tail lash any target that is behind them. Those targeted by a tail lashmay attempt to dodge the slap by making an Agility check at a TS of 6. Those that fail are struck for 4d10+5 points of fatigue damage.
Tight Squeeze A weresnake is able to easily squeeze through an area as little as 12" wide per size above small. This squeeze movement slows down the creature to one-quarter their total movement while they squeeze through thespace.
Animal Form Statistics
Snake Form (Large Sized, 7 to 12 feet)
Health Points: 93
Attack Skill: 73/63; +8 Agi Dmg
Attacks: Bite (9)
Armor Type: Tough Hide (Light Armor) (10); +5 vs. Bludgeoning and Piercing
Physical Defense: 71 Magical Defense: 63
Divine Defense: 69 Jinhu Defense: 54
Str: 75 (5), Sta: 71 (5), Agi: 87 (8), Per: 76 (6)
Int: 69 (4), Wits: 70 (4), Will: 70 (4), Cha: 75 (5)
Skills
Alertness 62, Evade 67, Search 67, Track 100
Special Abilities
Crush (Constriction/Tail Crush) With a successful attack, the weresnake can grapple a target and begin to crush it. If weresnake is twice the size of the target it can completely engulf the target, and can begin to crush the target with its body. Those attacked in this fashion are allowed an opposed Agility Check or Strength check to avoid this grapple effect. The weresnake gains a +2 success bonus to this check. Those that fail are considered grappled by the weresnake and take 2d10+Str Modifier in points in damage every turn, this damage ignores any armor absorption. Those that are held are allowed to attempt an escape from the crushing as per the grapple rules every turn. Unless weresnake releases the target it must be killed and its hold forcefully opened.
Tight Squeeze A weresnake is able to easily squeeze through an area as little as 12" wide. This squeeze movement slows down the creature to one-quarter their total movement while they squeeze through the space.