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.

Allowable Races


Yuan-Ti (Half-Breed)

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:

1d6 Roll

Serpent Feature

1

Snake's Head (bite for 1d10 damage)

2

Flexible Torso (+1 to Dexterity checks and saving throws involving dodging)

3

No legs, snake tail (Constriction attack for 1d4 damage; move slowed to Mv 9)

4

Snakes instead of arms (each head-hand bites for 1d6 damage)

5

Scales instead of skin (AC 0)

6

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.

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Yuan-Ti (Pureblood)

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.

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Yuan-Ti (Abomination)

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.

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Yuan-Ti (Histachii)

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.

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Fetish (Devil Doll)

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.

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Jagre

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.

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Werewolf

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.

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Werebat

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.

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Wereboar

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.

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Werefox

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.

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Werejaguar

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.

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Wererat

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.

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Devil Swine (Werepig/Wereswine)

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.

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