Wererabbit Lycanthropy
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Prerequisites: Bitten by a Wererabbit
Benefit: 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. If the character embraces the curse, their alignment becomes the one defined for the lycanthrope.
Wererabbit. (Lawful Good.) The character gains a Dexterity of 15 if their score isn't already higher. Attack and damage rolls for the bite and kick are based on whichever is higher of the character's Strength and Dexterity.
Speed. 40ft and burrow 30ft in rabbit or hybrid form
Tremorsense 10 Ft. (Rabbit Form Only)
Damage Resistances. Bludgeoning, Piercing, And Slashing Damage From Nonmagical Weapons That Aren't Silvered
Shapechanger. The wererabbit can use its action to polymorph into a rabbit-humanoid hybrid or into a giant rabbit, or back into its true form, which is humanoid. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The wererabbit has advantage on Wisdom (Perception) checks that rely on smell or hearing.
Multiattack (Humanoid or Hybrid Form Only). The wererabbit makes two attacks, only one of which can be a bite.
Bite (Rabbit or Hybrid Form Only). Melee Weapon Attack: Str or Dex + proficiency to hit, reach 5 ft., one target. Hit: (1d4 + Str or Dex) piercing damage. If the target is a humanoid, it must succeed on a Constitution saving throw or be cursed with wererabbit lycanthropy.
Giving the Boots (Rabbit Form Only). The wererabbit attempts a grapple check. If it succeeds, both the wererabbit and its target go prone, and the wererabbit can deal 1d6 bludgeoning damage each turn that the grapple continues, or 2d6 if it foregoes other attacks.
Standing Leap (Rabbit or Hybrid Form Only). The wererabbit's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Normal:
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