Therianthrope GeneratorThree therianthropes created with this method:
Step 1: Determine human form.
Roll a d10 and d6+2 to determine class and level.
1-3 - Fighter
4-5 - Thief
6-7 - Wizard
8-9 - Cleric
10 - Bard
Then roll a d12 to determine alignment.
1-8 - Chaotic Evil
9-10 - Neutral Evil
11 - Chaotic Neutral
12 - Chaotic Good
Step 2: Determine Animal/Hybrid Form.
In animal form, the therianthrope will have an AC d3 points better than the standard for its type, and damage per attack is that of the standard animal +2. HD are that of the character class level of the human form (for example, 6 HD for a level 6 human), and movement is the same as the standard animal type.
In hybrid form HD and AC are boosted by 1 point above that of the human form, and the therianthrope can use either weapons or the natural attacks of the animal form (but not both).
Spellcasters may not use magic in their animal form.
Roll a d20 and consult the tables for the base animal type. Damage, AC and movement are of the standard animal.
1 - Gorilla (DMG 1-4/1-4/1-8, AC 6, MOVE 12)
2 - Yak (DMG 1-3/1-3 or 2-8, AC 7, MOVE 24)
3 - Hyena (DMG 2-8, AC 7, MOVE 15)
4 - Crocodile (DMG 2-8/1-12, AC 5, MOVE 6/12 SWIM)
5 - Hippopotamus (DMG 2-12, AC 4, MOVE 6/12 SWIM)
6 - Jaguar (DMG 1-3/1-3/1-6, AC 6, MOVE 15/6 CLIMB)
7 - Orang-Utan (DMG 1-4/1-4/1-6, AC 5, MOVE 6/12 CLIMB)
8 - Secretary Bird (DMG 1-3/1-3/1-4, AC 6, MOVE 12/FLY 24B)
9 - Cassowary (DMG 1-3/1-10, AC 6, MOVE 18)
10 - Dingo (DMG 2-6, AC 7, MOVE 18)
11 - Tasmanian Wolf (DMG 2-8, AC 7, MOVE 18)
12 - Gila Monster (DMG 1-4, AC 6, MOVE 6 - Special attack: Poison, which causes d6 STR loss, d12 hit points damage, and paralysis for d3 hours on a failed saving throw)
13 - Komodo Dragon (DMG 1-8, AC 5, MOVE 12 - Special attack: Potentially fatal disease which causes death after d6 days on a failed save, or d6 STR loss on success)
14 - Hunting Dog (DMG 2-8, AC 7, MOVE 18)
15 - Baboon (DMG 1-3/1-3/1-6, AC 7, MOVE 15/CLIMB 12)
16 - Condor (DMG 1-4, AC 6, MOVE 3/FLY 36D)
17 - Warthog (DMG 2-12, AC 6, MOVE 15)
18 - Cheetah (DMG 1-2/1-2/1-8, AC 5, MOVE 15/SPRINT 24)
19 - Lion (DMG 1-4/1-4/1-10, AC 5, MOVE 15)
20 - Snapping Turtle (DMG 1-6, AC 4, MOVE 6/SWIM 15 - Special Attack: On a successful bite, can cling on to cause 6hp damage per turn; 50% hit point loss causes removal)
Roll a d10 to determine special therianthrope ability:
1 - Charm person by gaze, once per day
2 - Cause Fear, once per day
3 - Psionicist abilities, level 1-6
4 - Sleep, once per day
5 - Darkness, 15' Radius, once per day
6 - Blur, once per day
7 - Blink, once per day
8 - Pass without trace, once per day
9 - Can vampirically drain d3 hit points with each successful hit from a natural attack
10 - Has a d3 bonus to AC when in hybrid form from exceptionally tough skin
Munvaya Bhalangraloo, Level 5 Chaotic Evil Thief and were-komodo dragon. Can cast blur once per day. Works as an assassin in the city of Blacksand, and is known to eat his victims alive.
Ghaji Vimsak, Level 6 Chaotic Evil Wizardress and were-orang-utan. Can cast charm person once per day. Lives in a tree-house complex in the jungle, served by captured children.
Domu-domu Jilibree, Level 3 Chaotic Evil Cleric and were-baboon. Can cast charm person once per day. Lives with the rest of his troop in a rocky area on the outskirts of town, ambushing travelers.