The Yuan-Ti Nation

Comprising the Eastern jungles of the Far World
(and the conquered Gaurahni cities of Payit, Tochteotl and Zatal),
the Yuan-Ti nation is the most visible and talked-about of the
nations that belong to the Dark Wrath. The nation is ruled by the
snake-men themselves, but they have allied with a number of evil
werebeasts and joined with them to strike against the humans and
their allies in the West.
The Yuan-Ti are allied with the Dark Wrath only at the behest of
their own Dark God, Merrshaulk. Were it not for his divine guidance,
the Yuan-Ti would not have noticed or cared about the rising evil
alliance.
Geopolitical Background
The Yuan-Ti have destroyed any chance they might have as a nation to curry anything resembling favor with the civilized nations of Kulm when they attacked Gaurahni. This matters not to them, as they are on a holy mission of reclamation, taking back what was rightfully theirs when Merrshaulk's snake-cult was banished from the rest of humanity an age ago.
Internal Background
The Yuan-Ti, for so chaotic a race, have a strict leadership hierarchy based on form. At the top of this hierarchy are the large, serpent-like Abominations. Beneath them are the Half-breeds, and lower still are the man-like Purebloods. Last in the hierarchy are the Histachii, the corrupted slaves who were once human, but have been infused with Merrshaulk's dark blessings and transformed.
Presiding over it all is the leader of the Yuan-Ti, Lord Hebikage, a gigantic serpent with no impure human features at all.Outside of this hierarchy are the werebeasts. They have been in hiding for generations, banished and fearful of the wrath of Quetzalcoatl, but with coaxing from the Jagre (horrible Ogre-Jaguar hybrids) and the Yuan-Ti, they have re-emerged to seek revenge on the humans and their feathered-serpent protector.
The Temple of Serpents was built by the Yuan-Ti when they were forced into exile from the Gaurahni nation an age ago. Now, the temple complex serves as the center of the Yuan-Ti civilization, the seat of power of Lord Hebikage, and the principle source of supply for the Yuan-Ti armies.
The Werebeast Ruins are all that remains of Lycantopia, the once great capital of the Werebeast civilization, before the avatar of Quetzalcoatl visited ruin upon it. The Jagre High Priest of Zaltec (the Ogre-Mage Mogor Icefist, Thalgor Icefist's cousin, who became a Jagre solely for the purpose of bringing the Werebeasts in under the Dark Wrath's banner) holds court here in the ruins.
The Yuan-Ti Strongholds of Payit, Tochteotl and Zatal were the first portions of human civilization to fall before the allied strength of the Werebeasts and Yuan-Ti. With the fall of these three city-states, half the Far World now lies in the hands of the Dark Gods.

The most common specimens among the Yuan-Ti are the Half-Breeds: those that are born with a perfect balance of human and serpentine traits. Being neither wholly blessed, nor wholly damned, they are both, and therefore the quintessential mortal creature, destined to have dominion one day over a world that was made just for them.
Ability Score Adjustments: +1 Intelligence, +1 Constitution, -4 Charisma
Class Restrictions:
Multi-Class Allowances: Fighter-Psionicist.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Half-Breed Yuan-Ti take +7 bonus hit points.
Natural Armor Class/Move Rate: 4; Half-Breeds move on land at speed 12.
Bonus Languages: Yuan-Ti, Common.
Special Advantages:
Magic Resistance: All Yuan-Ti have a flat magic
resistance of 20%.
Poison Immunity: Yuan-Ti are immune to snake venom, and
have a +1 to save against other types of poisons.
Spell-like Powers: Yuan-Ti who have human-like heads
have the ability to use the following spell-like powers, each usable
1/day: Cause Fear, Darkness 15' radius, Snake Charm, Sticks to
Snakes, Neutralize Poison, Suggestion, and Polymorph Other.
Serpent Features: Each Halfbreed character must roll
twice on the table below to determine its Serpent Features:
|
|
Serpent Feature |
|
|
Snake's Head (bite for 1d10 damage) |
|
|
Flexible Torso (+1 to Dexterity checks and saving throws involving dodging) |
|
|
No legs, snake tail (Constriction attack for 1d4 damage; move slowed to Mv 9) |
|
|
Snakes instead of arms (each head-hand bites for 1d6 damage) |
|
|
Scales instead of skin (AC 0) |
|
|
Legs and a snake tail (tail-slap for 1d4 damage) |
Special Disadvantages:
Two Different Worlds: Yuan-Ti, because of their
corrupted and mongrel natures, are affected by a wide variety of
spells and effects. They can be affected by spells which affect
humanoids, as well as those which affect monsters, reptiles and
serpents specifically.
Held in lower station from the Half-Breeds, the Purebloods are those Yuan-Ti who are born looking mostly human. In fact, save for some tell-tale feature (slit-shaped pupils, tiny fangs, a forked tongue), Purebloods are able to pass for humans most (80%) of the time.
Ability Score Adjustments: +1 Intelligence, +1 Constitution, -1 Charisma
Class Restrictions:
Multi-Class Allowances: Fighter-Psionicist, Fighter-Thief, Fighter-Plumaweaver, Fighter-Hishnashaper, Thief-Psionicist.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Pureblood Yuan-Ti take +6 bonus hit points.
Natural Armor Class/Move Rate: 4; Purebloods move on land at speed 12.
Bonus Languages: Yuan-Ti, Common.
Special Advantages:
Magic Resistance: All Yuan-Ti have a flat magic
resistance of 20%.
Poison Immunity: Yuan-Ti are immune to snake venom, and
have a +1 to save against other types of poisons.
Spell-like Powers: Yuan-Ti who have human-like heads
have the ability to use the following spell-like powers, each usable
1/day: Cause Fear, Darkness 15' radius, Snake Charm, Sticks to
Snakes, Neutralize Poison, Suggestion, and Polymorph Other.
Detect Illusions: In addition to their standard Rogue
skills, Pureblood thieves have the ability to Detect Illusion (base
score 10%).
Special Disadvantages:
To Catch a Snake: Whenever a Pureblood is attempting to
pass for human, there is a 20% chance that he/she is detected for
what he/she is.
Two Different Worlds: Yuan-Ti, because of their
corrupted and mongrel natures, are affected by a wide variety of
spells and effects. They can be affected by spells which affect
humanoids, as well as those which affect monsters, reptiles and
serpents specifically.
The Abominations are the masters of the Yuan-Ti nation. They appear as enormous ten-foot long serpents, often wielding powerful magic or psionics.
Ability Score Adjustments: +2 Intelligence, +1 Constitution, -6 Charisma
Class Restrictions:
Multi-Class Allowances: Wizard-Psionicist, Priest-Psionicist.
Kit Allowances: None.
Hit Dice: By class. At first level, Abomination Yuan-Ti take +9 bonus hit points.
Natural Armor Class/Move Rate: 0; Abominations slither on land at speed 9.
Bonus Languages: Yuan-Ti, Common.
Special Advantages:
Magic Resistance: All Yuan-Ti have a flat magic
resistance of 20%.
Poison Immunity: Yuan-Ti are immune to snake venom, and
have a +1 to save against other types of poisons.
Man-Features: Abominations have a 50% chance to possess
a human feature: either human arms (1-25%) or a human head (26%-50%).
Having human arms allows the Abomination to wield weapons, and having
a human head allows the creature to use Yuan-Ti spell-like powers
(and also raises the level limits for Abomination spellcasters).
Spell-like Powers: Yuan-Ti who have human-like heads
have the ability to use the following spell-like powers, each usable
1/day: Cause Fear, Darkness 15' radius, Snake Charm, Sticks to
Snakes, Neutralize Poison, Suggestion, and Polymorph Other.
Natural Attacks: Abominations can bite for 1d10 damage
(even with human heads!!), and make a slapping-attack with their
tails for 1d4 damage. If an Abomination's tail slap connects against
a target size M or smaller, it can opt to encircle its victim and
constrict it each round for an additional 1d4 damage.
Special Disadvantages:
Two Different Worlds: Yuan-Ti, because of their
corrupted and mongrel natures, are affected by a wide variety of
spells and effects. They can be affected by spells which affect
humanoids, as well as those which affect monsters, reptiles and
serpents specifically.
Large Size: Abomination Yuan-Ti take damage as large
creatures.
Histachii are slave-creatures in Yuan-Ti society. They are created
by way of an evil ritual, where the Yuan-Ti force captive humans to
drink the Blood of Merrshaulk. This ritual more often than not
produces a mindless, reptilian humanoid servant, who lives only to
bow to the whims of his Yuan-Ti masters.
Yet on occassion, a Histachii is created that has an especially
forceful personality, and remembers aspects of its past life as a
human. These creatures are the beginnings of Yuan-Ti Half-Breeds, and
when they are recognized by their superiors, they are given a
slightly higher station than the rest of the Histachii slave
lots. Should such an enlightened Histachii eventually be permitted to
attempt to breed, its continued survival will be dependent on whether
it can (first of all) produce/fertilize eggs, and (second of all)
whether these eggs produce viable Yuan-Ti.
Ability Score Adjustments: +1 Dexterity, +1 Constitution, -1 Intelligence, -5 Charisma
Class Restrictions:
Multi-Class Allowances: Fighter-Thief, Thief-Psionicist, Fighter-Psionicist.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Histachii Yuan-Ti take +2 bonus hit points.
Natural Armor Class/Move Rate: 8; Histachii move on land at speed 12.
Bonus Languages: Yuan-Ti, Common.
Special Advantages:
Magic Resistance: Histachii do not have the magic
resistance of their superiors. They are, however, immune to all types
of Hold and Charm spells.
Poison Immunity: Yuan-Ti are immune to snake venom, and
have a +1 to save against other types of poisons.
Natural Attacks: Histachii who are unarmed can attack
with claws (1d2 damage each, 2 attacks) and a bite (1d3 damage) in a
single round. Unlike common Histachii, player characters of this race
can and often do use weapons and armor to enhance their ability to
survive.
Berserk: Once a day for 2d6 rounds, a Histachii can
enter a berserk state, gaining a +2 bonus to all attack rolls.
Special Disadvantages:
Former Identity: If a Histachii is struck by a Wish or
Shapechange spell in an effort to restore the creature to its former
human self, the creature must immediately make a System Shock roll
and a save vs. polymorph. If the save vs. polymorph fails, the
Histachii is reverted to human form (at which point... the player
must decide how the character will proceed!). Regardless of the save,
if the System Shock roll fails, the character is immediately wracked
by mental pangs as his former human identity emerges and does battle
with the Yuan-Ti identity that has supplanted it. This battle lasts
for 2 full turns, during which time the Histachii convulses
uncontrollably on the ground, clawing desperately at its head to stop
the painful assault on its mind. The winner of this bout is
determined by the save vs. polymorph (see above).
Two Different Worlds: Yuan-Ti, because of their
corrupted and mongrel natures, are affected by a wide variety of
spells and effects. They can be affected by spells which affect
humanoids, as well as those which affect monsters, reptiles and
serpents specifically.
These quick, demonic voodoo dolls are found in the Eastern jungles
of the Far World. Ages ago, the first Fetishes were created by witch
doctors in the Far World islands, but at best each Witch Doctor would
create only a few Fetishes at a time to do his bidding. Each Fetish
was crafted from wood, wrapped with leather and decorated with bones,
cloth and horse-hair, then finally infused with the spirit of an
entrapped demon, which gave the Fetish life, flesh and blood.
Fetishes were once a tool of good, used by their creators to exact
vengeance on the wicked, twisting the demonic soul within them
towards a noble end.
Now, some Dark God or other has empowered several existing Fetishes
as Shamans, and given them the power to build and animate their own
legions of followers. Now no longer forced to work against their
inclination, the Fetishes take out their rage on the Gauhrani.
Allied (loosely) with the Yuan-Ti cause, the Fetishes advance in
swarms on human settlements, raiding and stabbing almost
indiscriminately.
Fetishes are organized loosely into one of five tribes:
Rat Men- The Rat Men Fetishes are allied closely with the Wererats of the Far World, and are often found in their company.
Fetish Tribe- The first tribe assembled, and by far the largest. Most new Fetishes are assigned to this tribe by default. They congregate in the vicinity of the Temple of Serpents and are under the direct command of the Yuan-Ti.
Flayer Tribe- The Flayers have developed ritualized cannibalism as a part of their common practice. Which is not to say that all Fetish tribes aren't capable of cannibalism, nor that the Flayers were the first tribe to think up such a thing. Just that it they've taken the time to ritualize it.
Soul Killer Tribe- One of two Fetish tribes that has been tasked with protecting the captured strongholds in the central jungle. The Soul Killers take their name from their tendency to go out of their way to desecrate temples and shrines. Thanks to their effort, there is no altar left intact anywhere in the captured Gauhrani lands.
Stygian Doll Tribe- These Fetishes have taken to naval activities, building tiny canoes and patrolling the rivers around the captured strongholds. Most Stygian Dolls have taken up the swimming proficiency and can swim at speed 9.
Ability Score Adjustments: +3 Dexterity, -3 Intelligence.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 4; Fetishes move on land at speed 18.
Bonus Languages: Common.
Special Advantages:
Stealth: Fetishes automatically surprise a foe on a roll
of 1-5 on 1d10.
Fetish Shamans: Fetish Shamans are treated as normal
Shamans, save that they have been granted several special abilities
by the Dark Gods:
-Raising Fetishes: By touch, 1/day/level, a Fetish Shaman can raise another Fetish who has fallen. The raised Fetish immediately is restored to full hit points, and can fight again the following round.
-Inferno: Fetishes can cast an Inferno spell 1/day/level as a granted power.
-Fetish Mount: Fetish Shamans seated on the shoulders of normal Fetishes have additional powers from the Dark Gods. While mounted on a Fetish, the Shaman has +2 to hit, +2 to damage and grants all Fetishes within 20' a morale bonus of +2. For the purposes of spellcasting, while on the Fetish Mount, a Fetish Shaman is treated as a spellcaster of a level equal to the Shaman's level plus the hit dice of the Fetish Mount. So a 5th level Shaman mounted on a 4 HD Fetish behaves as a 9th level caster. This affects both priestly spells and other granted powers.
Fetish Skeletons: Whenever a Fetish is killed and his body begins to decay before a Fetish Shaman can get to him, or if the Fetish is killed and its body is not intact enough to raise, the Fetish can still be raised as a Fetish Skeleton. Player Character Fetishes may opt to begin play as a Skeleton; but should a Player Character be raised as Skeletons after dying, effectively dual-classing them.
Special Disadvantages:
Cowardly: Fetishes are, at heart, cowards. Even though
they know that a Shaman can easily raise them once killed, they
dislike the pain associated with being felled in battle. Whenever
another Fetish is killed within visible range of the Fetish
character, the character must make a save vs. paralyzation. Failing
this, the Fetish is forced to flee until hidden (that is, until they
can't see the brute who killed their fellow Fetish anymore). Once
safely concealed, the Fetish regains control and is free to stalk its
victims again.
The Jagres are a breed of shapechanger spawned in defiance of
Quetzalcoatl by the Dark God Zaltec. When the werebeasts fled
Quetzalcoatl's wrath, Zaltec gathered up the ogres of the Far World
(who, back then, were significant in number) and made them his
servants, changing them over the course of generations into what they
are now.
The Jagres are the masters of a resurgent Werebeast society. Though
not true werebeasts themselves, they lead the lycanthropes in
opposition to mankind, in alliance with the Yuan-Ti, and into
membership in the Dark Wrath.
Jagres appear in one of two forms. Their natural form is ogre-sized,
but appears less bestial and more human. Jagre skintones range from
olive to deep brown, though their violet eyes betray their Ogrish
heritage. In their other form, Jagres appear as large displacer
beasts.
Ability Score Adjustments: +2 Strength, +1 Constitution, +1 Intelligence, -2 Charisma, -2 Wisdom
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Jagres take +12 bonus hit points.
Natural Armor Class/Move Rate: 5; Jagres move on land at speed 12.
Bonus Languages: Ogre, Werebeast, Common.
Special Advantages:
Shapechanging: The primary ability of the Jagre is its
power to assume the form of a displacer beast (the Far World variety
of which resembles a tentacled, six-legged jaguar).
Natural Attacks: In ogre form, the Jagre can punch
once/round for 1d6 points of damage. In beast form, the Jagre has
five attacks: two tentacle swipes (2d4 damage each), a bite (1d8) and
two claws (1d3 each).
Displacement: In beast form, the Jagre benefits from the
displacer beast's natural displacement ability, always appearing to
be three feet from its actual location. All attacks directed against
the beast form suffer a -2 penalty to hit, and the Jagre makes all
saving throws in beast form with a +2 bonus.
Special Disadvantages:
Large Size: Jagres take damage as large creatures.
Pelts: The power to assume beast form is linked to the
displacer beast pelt that the Jagre wears; should a Jagre ever lose
his pelt, he can no longer change shape.
Experience Penalty: Like Ogre-Magi, Jagres require twice
the listed number of experience points to rise in level.

By far the most infamous of all the werebeasts, Werewolves make up
a larger-than-average portion of the population of lycanthropes in
the Werebeast Ruins. They view themselves as the leaders of the
burgeoning Werebeast society -- though this often puts them into
conflict with the Jagres who are trying to reserve that position for
themselves.
While the Jagres venerate the god Zaltec, the Werebeasts tend to
revere their own lycanthropic pantheon to the exclusion of all
others. Though the Werewolves have no priests among their number,
often Werewolf wizards will be the officiants at ceremonies in which
Daragor, the Great Lunar Wolf, is observed and venerated.
Ability Score Adjustments: +2 Strength, +1 Constitution, -2 Wisdom, -1 Charisma
Class Restrictions:
Multi-Class Allowances: Werewolf-Fighter, Werewolf-Wizard, Werewolf-Fighter-Wizard.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Werewolves take +4 bonus hit points.
Natural Armor Class/Move Rate: 7; Werewolves move on land at speed 12 (or speed 15 in wolf form).
Bonus Languages: Werebeast, Common.
Special Advantages:
Natural Attacks: Werewolves can bite in their wolf form
for 2d4 damage.
Multi-classing: Werewolves can multi-class as fighters
or wizards. They must multi-class if they want the abilities of these
classes; all Werewolves are required to belong to the Werewolf racial
class.
Special Disadvantages:
Silver: Though Werewolves develop resistances to damage
from normal weapons as they rise in level, they are always
susceptible to weapons made of silver.
The clans of Werebats dispersed after Quetzalcoatl's banishment of
the lycanthropes from the Far World. While many of the exiled
Werebeasts went north to the islands, where they would devolve into
the animaloid races now found there, other Werebeasts went
underground, or fled into the Eastern jungles, living out their lives
as animals and remaining hidden from Quetzalcoatl's sight. Still
others managed to flee the Far World entirely, populating the rest of
the world with the lycanthropic menace.
One clan of Werebats eventually found sanctuary in Morvan, under the
protection of the Fainil. But the Werebats who are now part of the
rising Yuan-ti Nation remained in the Far World, hiding as animals
alongside their bretheren. They are eager to avenge themselves upon
the insolent humanity that has been allowed to flourish in the time
since Quetzalcoatl's insult to the lycanthrope races.
Ability Score Adjustments: +1 Dexterity, +1 Constitution, -2 Charisma.
Class Restrictions:
Multi-Class Allowances: Werebat-Mage, Werebat-Thief, Werebat-Psionicist.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, a Werebat has 4 bonus hit points.
Natural Armor Class/Move Rate: 7; Werebats move at rate 9, and fly at rate 15 (D).
Bonus Languages: Werebeast, Common.
Special Advantages:
Natural Attacks: Werebats in hybrid form can attack
either once or twice per round, either with two claws (1d4 each) or
with a single bite (2d4 damage). In bat form they can only bite for 1
damage. In human or hybrid form a werebat can use weapons
instead.
Multi-classing: Werebats can gain the abilities of
proper adventuring classes by multi-classing as wizards, rogues or
psionicists. They must multi-class if they want the abilities of
these classes; all Werebats are required to belong to the Werebat
racial class.
Special Disadvantages:
Silver: Though Werebats develop resistances to damage
from normal weapons as they rise in level, they are always
susceptible to weapons made of silver.

Large, strong and berserk, the Wereboars are among the most bluntly aggressive of the werebeast races. If the Werewolves represent the leadership among the werebeasts, then the Wereboars are the grunts among the soldier class. Nearly all Wereboars are given to violence, especially in the service of reclaiming what Quetzalcoatl and the humans stole from the lycanthropes centuries ago. Those that are not grunts (such as the Wereboars who follow the Druid class) still justify their race's bellicose predisposition as being in the service of nature.
Ability Score Adjustments: +2 Strength, +2 Constitution, -1 Wisdom, -1 Dexterity, -2 Charisma
Class Restrictions:
Multi-Class Allowances: Wereboar-Fighter, Wereboar-Druid.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Wereboars take +5 bonus hit points.
Natural Armor Class/Move Rate: 7; Wereboars move on land at speed 12.
Bonus Languages: Werebeast, Common.
Special Advantages:
Natural Attacks: Wereboars can gore with their powerful
tusks in boar form for 2d6 damage.
Multi-classing: Wereboars can multi-class as fighters or
druids. They must multi-class if they want the abilities of these
classes; all Wereboars are required to belong to the Wereboar racial
class.
Special Disadvantages:
Silver: Though Wereboars develop resistances to damage
from normal weapons as they rise in level, they are always
susceptible to weapons made of silver.

The existence of Werefoxes in the Far World suggests that there
might once have been an Elven presence in these lands. While the
Foxwomen that spread outside of the Far World became barren, and
could only reproduce by way of transmitting lycanthropy, those that
remained among their werebeast kin are still able to bear young
normally. However, as there are no male Werefoxes, they are forces to
take mates from among the other lycanthrope races. Such young have
about equal chances of being male or female; the males always take
after their father, while the females are always Foxwomen.
Werefoxes almost never take Werewolf mates. They detest the
Werewolves, so much so that they have gone to great lengths to build
up their own political power within the werebeast society. Some have
even entertained the notion of supporting the Jagres as leaders of
the Werebeasts, though most conservative Foxwomen decry such a move
(since the Jagres are not even lycanthropes to begin with).
Werefoxes worship their dark mistress, Eshebala, who is a traditional
enemy of the Werewolf god Daragor. Sometimes Werefoxes will mate with
Wolfweres just to offend Daragor and the Werewolves.
Ability Score Adjustments: +1 Intelligence, +1 Dexterity, -1 Strength, -1 Constitution.
Class Restrictions:
Multi-Class Allowances: Werefox-Wizard, Werefox-Thief, Werefox-Bard, Werefox-Psionicist.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Werefoxes take +8 bonus hit points.
Natural Armor Class/Move Rate: 7; Werefoxes move on land at speed 12 (in human form), or speed 24 (in fox form), or speed 18 (humanoid "vixen" form).
Bonus Languages: Werebeast, Elven, Common.
Special Advantages:
Natural Attacks: Werefoxes in fox form can bite for 1d2
damage. In vixen form (hybrid humanoid-fox) they bite for 2d6
damage.
Multi-classing: Werefoxes can multi-class as wizards,
rogues or psionicists. They must multi-class if they want the
abilities of these classes; all Foxwomen are required to belong to
the Werefox racial class.
Vestigial Elven Traits: Werefoxes have infravision to
60'. They also have a +1 bonus to hit when wielding swords or bows,
and are 90% resistant to sleep and charm effects.
Special Disadvantages:
Silver: Though Werefoxes develop resistances to damage
from normal weapons as they rise in level, they are always
susceptible to weapons made of silver.

Once kings among the Werebeasts, the werejaguars counted
themselves among Quetzalcoatl's most beloved children. They number
the fewest among the modern Werebeasts, since most of their number
sought penance in service to humanity and became the Tabaxi.
The Werejaguars who went into exile, and now are the Yuan-ti's
allies, are vicious and vengeful. Most of them favor the Jagres as
leaders, these also being worshippers of the Jagres' god Zaltec.
However, there are as well a number of Werejaguars who favor the
Werewolves to lead.
Few Werejaguars are so bold as to want to claim kingship for their
race again; the shame of knowing that their ancestors' deeds brought
Quetzalcoatl's wrath down on all the lycanthropes is too great.
Ability Score Adjustments: +1 Strength, +1 Dexterity, -2 Wisdom.
Class Restrictions:
Multi-Class Allowances: Werejaguar-Warrior, Werejaguar-Druid, Werejaguar-Hishnashaper.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Werejaguars take +5 bonus hit points.
Natural Armor Class/Move Rate: 7; Werejaguars move on land at speed 12 (or speed 15 in jaguar form). In any form they can swim at speed 12.
Bonus Languages: Werebeast, Common.
Special Advantages:
Natural Attacks: Werejaguars can attack with claws (1d3
each, 2 attacks) and bite (2d4) in their jaguar form. If both claws
hit in a single round, the Werejaguar can rake with its rear claws
for 2d4 damage.
Multi-classing: Werejaguars can multi-class as fighters,
jaguar knights, druids or hishnashapers. They must multi-class if
they want the abilities of these classes; all Werejaguars are
required to belong to the Werejaguar racial class.
Special Disadvantages:
Obsidian: Though Werejaguars develop resistances to
damage from normal weapons as they rise in level, they are always
susceptible to weapons made of obsidian. They are the only
lycanthrope breed to whom silver is entirely ineffective.

Wererats are among the most cunning of the lycanthropes, and also
among the best rogues out of all the breeds. They are unique among
the lycanthropes in that even their cubs and whelps are able to
assume a hybrid man-animal form. Also, they moreso than any other
lycanthrope have embraced an identity as members of the Dark Wrath,
and can sometimes be found working as agents of the DW outside of the
Far World's jungles.
They favor neither the Werewolves nor the Jagres -- Wererat are among
the most ambitious of the werebeasts, and the leaders among this race
envision themselves being empowered through the Dark Wrath hierarchy,
above and beyond the petty internal power struggles of the
lycanthrope races.
Ability Score Adjustments: +1 Constitution, +1 Dexterity, -1 Strength, -1 Charisma.
Class Restrictions:
Multi-Class Allowances: Wererat-Thief, Wererat-Priest, Wererat-Wizard, Wererat-Psionicist.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Wererats take +3 bonus hit points.
Natural Armor Class/Move Rate: 7; Wererats move on land at speed 12.
Bonus Languages: Werebeast, Common.
Special Advantages:
Natural Attacks: Wererats can bite in their rat form for
1d4 damage.
Man-Rat Form: While other werebeasts must rise 9th level
in their lycanthrope class to gain the humanoid-animal hybrid form of
their breed, Wererats begin play with access to all three
lycanthropic forms (human, giant rat, man-rat).
Multi-classing: Wererats can multi-class as thieves,
wizards, priests of squerrik, or shamans. They must multi-class if
they want the abilities of these classes; all Wererats are required
to belong to the Wererat racial class.
Special Disadvantages:
Silver: Though Wererats develop resistances to damage
from normal weapons as they rise in level, they are always
susceptible to weapons made of silver.

The Devil Swine are by far the greediest, most gluttonous of the
lycanthrope races. In the heyday of the Werebeast civilization, the
Devil Swine were among the wealthiest of the lycanthropes, being that
most members of the race were successful bankers, moneylenders or
merchants. When Quetzalcoatl sent the werebeasts into exile, most of
the Devil Swine fled north into the islands (along with all the
wealth and plunder of their fallen civilization). To this day, they
rule the island of Phatt, though the human colonists on that island
have no idea that the political and mercantile elites of the island
are lycanthropes.
Members of this race move infrequently between Phatt Island and the
Werebeast ruins. The Devil Swine have invested a large portion of
their collective capital in seeing to the success of a
Werebeast-Yuan-Ti alliance in the jungles -- though, in all honesty,
the Swine would prefer it very much if the lycanthropes once again
ruled all. The Devil Swine support the Werewolves very vigorously,
though they pay lip service to the Jagres and Yuan-Ti.
Despite their obese appearance in all their forms, Devil Swine are
quite strong, and of all the lycanthropes they have the most
potential for pure power in their lycanthrope class. Of course, being
that most Devil Swine are lazy and over-reliant on the work of others
to maintain their comfortable lifestyles, the majority never work
hard enough to realize such potential.
The Devil Swine who reside permanently in the Far World have
developed a special relationship with the Wereboars, such that a
number of Wereboars are retained as bodyguards or mercenary warriors
for the Devil Swine.
Ability Score Adjustments: +2 Strength, +1 Intelligence, -1 Dexterity, -2 Charisma.
Class Restrictions:
Multi-Class Allowances: Swine-Fighter, Swine-Mage.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, Devil Swine take +9 bonus hit points.
Natural Armor Class/Move Rate: 7; Devil Swine move on land at speed 12.
Bonus Languages: Werebeast, Common.
Special Advantages:
Natural Attacks: In hog form, Devil Swine can bite for
1d6 damage.
Multi-classing: Devil Swine can multi-class as fighters
or mages. They must multi-class if they want the abilities of these
classes; all Werepigs are required to belong to the Devil Swine
racial class.
Special Disadvantages:
Silver: Though Devil Swine develop resistances to damage
from normal weapons as they rise in level, they are always
susceptible to weapons made of silver.