Lycanthropy Condition in Cabochon | World Anvil
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Lycanthropy

Like many unsavory conditions, the subject of lycanthropy is only uttered in hushed tones and in close company. The horror of beasts laying beneath the skin of neighbors strikes fears in many rural communities reinforcing mistrust of outsiders. As night falls in these isolated villages, doors lock and windows bolt fearing hungry beasts waiting in the dark.   Lycanthropy is considered a fabled byproduct of the ancient Beryl Island Conflict. Berylfolk, in retaliation against the Dragonborn and their ascended brethren utilized the same dark alchemy their island is steeped in cursing those to share their pain. Transmitted through claw, bite, or more carnal means, the infection can be subtle but debilitating once set. Even under dim moonlight, the transformation is equally violent to the subject as it is to its victims.

Hosts & Carriers

Player Characters as Lycanthropes

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in nonhumanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.

A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 +the lycanthrope's proficiency bonus+ the lycanthrope's Constitution modifier) or be cursed. lf the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

The following information applies to specific lycanthropes.


Werehare. The character gains a Dexterity of 17 if his or her score isn't already higher, and a +1 bonus to AC while in hare or hybrid form (from natural armor). Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.

Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.

Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a+1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

 
*adapted from Monster Manual p.207

Type
Supernatural

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