WeresheepCome venture into dark and spooky areas with us as we approach one of the best times of the year: Halloween! We will share with you several weresheep over the next few days so that you may introduce them, in turn, to your adventuring group, who might end up a bit…sheepish if they fail to stop these baa-aleful creatures.

This handsome middle-aged man has shock-white curly hair and large soulful brown eyes. He is dressed in finery fit for nobility, including a mithral breastplate that looks both functional and fashionable.

Lord Silas Nareshorn (Human Form) CR 15
XP 51,200
Human natural weresheep alchemist (vivesection alchemist) 15 (augmented humanoid) (Pathfinder RPG Ultimate Magic)
NE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +21

DEFENSE
AC 23, touch 15, flat-footed 20 (+8 armor, +2 deflection, +3 Dex)
hp 127 (15d8+60)
Fort +14, Ref +12, Will +8
Immune acid, death effects, disease, poison; Resistance cold 10, electricity 10, fire 10
OFFENSE
Speed 30 ft.
Ranged +1 seeking hand crossbow +15 (1d4+1/19-20 plus poison)
Special Attacks bleeding attack, crippling strike, poison use, sneak attack +8d6
Alchemist Extracts Prepared (CL 15th, concentration +20)
5th—delayed consumptionAPG, regenerate, sending, spell resistance
4th—cure critical wounds, death ward, discern lies, greater invisibility, stoneskin
3rd—awaken, baleful polymorph, cure serious wounds (2), fly, remove curse
2nd—alter self, anthropomorphic animal[UM], barkskin, detect thoughts, invisibility, see invisibility
1st—cure light wounds (2), deathwatch, disguise self (2), negate aroma[APG], shield

STATISTICS
Str 16, Dex 17, Con 18, Int 21, Wis 16, Cha 13
Base Atk +11; CMB +14; CMD 29
Feats Brew Potion, Cleave, Eldritch Claws[APG], Exotic Weapon Proficiency (hand crossbow), Extra Discovery, Great Cleave, Improved Initiative, Leadership, Master Alchemist[APG], Power Attack, Throw Anything
Skills Appraise +23, Craft (alchemy) +23, Disable Device +21, Fly +21, Knowledge (arcana) +23, Knowledge (nature) +23, Perception +21, Spellcraft +23, Use Magic Device +19
Languages Abyssal, Common, Draconic, Infernal; telepathy 100 ft.
SQ alchemical simulacrum[UM], change shape (human, hybrid, and sheep; polymorph), cruel anatomist, daemon touched, doppelganger simulacrum[UM], feral mutagen, greater alchemical simulacrum[UM], greater mutagen, infusion, lycanthropic empathy (sheep), persistent mutagen, swift alchemy, swift poisoning
Combat Gear alchemist’s fire (2), flash powder[UE], liquid blade[UE], tanglefoot bag (2), thunderstone (2); Other Gear +1 seeking hand crossbow, +2 mithral breastplate, amulet of mighty fists +2, ring of protection +2, sunrod
SPECIAL ABILITIES
Daemon Touched (Su)
Lord Silas is bound to the Horseman of Pestilence, and gains the benefits of the daemon subtype although he remains a human shapechanger.
Mutagen (Su) Lord Silas uses a tailor-crafted mutagen made to interact with his lycanthrope nature and daemonic influence. The additional abilities are factored into his hybrid form (see below).
Poison (Ex) Lord Silas coats his hand crossbow bolts in purple worm poison.

White curling hair covers the dark skin of this hulking monster bursting out of a mithral breastplate and shredded finery.

Lord Silas Nareshorn (Hybrid/Mutagen Form)
XP 51,200
Human natural weresheep alchemist (vivesection alchemist) 15 (augmented humanoid) (Pathfinder RPG Ultimate Magic)
NE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +20

DEFENSE
AC 29, touch 15, flat-footed 26 (+8 armor, +2 deflection, +3 Dex, +6 natural armor)
hp 187 (15d8+120)
Fort +17, Ref +12, Will +7
DR 10/silver; Immune acid, death effects, disease, poison; Resistance cold 10, electricity 10, fire 10

OFFENSE
Speed 30 ft.
Melee 2 claws +20 (1d6+9), bite +20 (1d8+9 plus curse of lycanthropy; DC 15)
Ranged +1 seeking hand crossbow +15 (1d4+1/19-20 plus poison)
Special Attacks bleeding attack, crippling strike, poison use, sneak attack +8d6
Alchemist Extracts Prepared (CL 15)
5th—delayed consumptionAPG, regenerate, sending, spell resistance
4th—cure critical wounds, death ward, discern lies, greater invisibility, stoneskin
3rd—awaken, baleful polymorph, cure serious wounds (2), fly, remove curse
2nd—alter self, anthropomorphic animal[UM], detect thoughts, false life, invisibility, see invisibility
1st—cure light wounds (2), deathwatch, disguise self (2), negate aroma[APG], shield

TACTICS
Before Combat
Silas uses delayed consumption to consume a greater invisibility every few weeks. If given time to prepare before combat, he consumes the following extracts in order: stoneskin, spell resistance, shield, false life, and death ward.
During Combat
Silas consumes his greater invisibility extract as an immediate action and while invisible consumes mutagen while changing into his hybrid weresheep form. He then savagely tears into flat-footed creatures with his claws, abstaining from using his bite attack unless desperate. If any creature sees through his illusions, he targets them with brutal efficiency to maintain his secret.
Morale Silas fights to the death only if his family is threatened with reaching exposure or if the only hope for a cure becomes threatened. Otherwise when reduced to 1/2 hit points or fewer, he uses fly to escape while consuming healing extracts.

STATISTICS
Str
24, Dex 17, Con 24, Int 21, Wis 14, Cha 11
Base Atk +11; CMB +18; CMD 33
Feats Brew Potion, Cleave, Eldritch Claws[APG], Extra Discovery, Great Cleave, Improved Initiative, Improved Overrun, Leadership, Master Alchemist[APG], Power Attack, Throw Anything
Skills Appraise +23, Craft (alchemy) +23, Disable Device +21, Fly +21, Knowledge (arcana) +23, Knowledge (nature) +23, Perception +20, Spellcraft +23, Use Magic Device +18
Languages Abyssal, Common, Draconic, Infernal; telepathy 100 ft.
SQ alchemical simulacrum[UM], change shape (human, hybrid, and sheep; polymorph), cruel anatomist, daemon touched, doppelganger simulacrum[UM], feral mutagen, greater alchemical simulacrum[UM], greater mutagen, infusion, lycanthropic empathy (sheep), persistent mutagen, swift alchemy, swift poisoning
Combat Gear alchemist’s fire (2), flash powder[UE], liquid blade[UE], tanglefoot bag (2), thunderstone (2); Other Gear +1 seeking hand crossbow, +2 mithral breastplate, amulet of mighty fists +2, ring of protection +2, sunrod
The ancient house of Nareshorn possesses great wealth—fertile fields, vast grasslands, and influential mercantile networks. The name is widely respected, and the house maintains a presence in most major trade cities or capitals. Known for strange eccentricities, Nareshorns rarely marry other nobility and socialize only in the most formal settings. None know the family maintains this distance to conceal a ruinously embarrassing secret. Each possesses the curse of lycanthropy, which is unfortunate enough. However, even becoming a wererat or wereshark would be preferable to the animalistic instincts haunting the line.

The Nareshorn family are all weresheep. When the moon waxes, they each feel the urge to take on woolen shapes and run in fields of grass beneath its glowing light. While most are born to the curse and can control the change, all do everything in their power to keep rivals from learning the terrible truth. This includes seeking out spouses from among the poor, and infecting them with lycanthropy as an induction into the family.

Lord Silas Nareshorn knows it is a miracle the secret has remained intact this long. He believes it a matter of time before some foolish cousin’s awkward baaing ruins everything. He imagines the mobs with pitchforks, the loss of all his power, and the mocking rumors regarding how his ancestors might have gained such an affliction. Silas has devoted his life to finding a cure, but failed at every attempt. Desperation drove him to begin experimenting on himself, his family, and even infecting innocents with lycanthropy. While he has learned much of the disease, a true cure evades him.

Paranoia, shame, and constant failures drove Lord Silas past the point of sanity. In a final mad effort, he appealed to dark powers, contacting representatives of the archdaemon Pestilence. Silas struck a vile agreement with the Horseman—in exchange for his service and loyalty within the mortal realm, Pestilence promises to cure one mortal for every thousand the noble infects.

Silas knows he cannot accomplish such a pervasive plague through simple infectious biting. Even should every member of his family bite an innocent each day, it would still take years of time to free them all. During that time, it is impossible the infection would go unnoticed or his family undiscovered. So, Lord Nareshorn has concocted an insidious scheme. Using collected wool of the Nareshorn, Silas discovered a way to infect woven clothing with lycanthropy. When humanoids wear the shirts, scarves, or hats for an hour, they become infected.

Daemonic power twists Lord Silas, but for the first time he sees a path toward freeing his line from the curse. Slowly, he builds stockpiles of the cursed clothing, with the aim of spreading it out among the poor just after the full moon. His simulacrum, daemonic agents, and anthropomorphic slaves (created using permanent anthropomorphic animal or awaken spells) spread along the trade routes, each working to dominate the cells of the Nareshorn lineage. Soon Silas plans to use the family’s vast web of connections to seed the world with the cursed garments. Should the archdaemon keep his word, he can cure his family, and keep them well-positioned to profit from the chaos. Even if the daemon lies, with so many weresheep arising with no apparent cause… he can always infect the other noble houses as well.

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