Lycanthropes
Werebear
Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A were bear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over. When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a were bear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it. Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most were bears are of good alignment, some are every bit as evil as other lycanthropes.
Armor Class | 10 in humanoid form | 11 (natural armor) in bear and hybrid form | |
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Hit Points | 18d8+54 | ||
Speed | 30ft | 40ft. | Climb 30ft. In bear or hybrid form |
Strength | 19 (+4) | ||
Dexterity | 10 (+0) | ||
Constitution | 17 (+3) | ||
Intelligence | 11 (+0) | ||
Wisdom | 12 (+1) | ||
Charisma | 12 (+1) | ||
Skills | Perception d20+7 | ||
Damage Immunities | Bludgeoning | Piercing | Slashing damage from nonmagical weapons that aren't silvered |
Senses | Passive Perception 17 | ||
Languages | Common (can't speak in bear form) | ||
Challenge | 5 (1,800 XP) | ||
Special 1 | Shapechanger | The werebear can use its action to polymorph | into a Large bear-humanoid hybrid |
or into a Large bear, or back into its true form, | which is humanoid. Its statistics, other than its size | and AC, 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 | |||
Special 2 | Keen Smell | The werebear has an advantage on | Wisdom (Perception) checks that rely on smell |
Action 1 | Multiattack | In bear form, the werebear makes two claw attacks. | In humanoid form, it makes two greataxe attacks. |
In hybrid form, it can attack like a bear or a humanoid | |||
Action 2 | Bite (Bear or Hybrid Form Only) | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d10+4 piercing damage. | If the target is a humanoid, it must succeed on | a DC 14 Constitution saving throw |
or be cursed with werebear lycanthropy | |||
Action 3 | Claw (Bear or Hybrid Form Only) | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d8+4 slashing damage | ||
Action 4 | Greataxe (Humanoid or Hybrid Form Only) | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d12+4 slashing damage |
Werebore
Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs.
Armor Class | 10·in humanoid form | 11 (natural armor) in boar or hybrid form | |
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Hit Points | 12d8+24 | ||
Speed | 30ft. | 40ft. in boar form | |
Strength | 17 (+3) | ||
Dexterity | 10 (+0) | ||
Constitution | 15 (+2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 11 (+0) | ||
Charisma | 8 (-1) | ||
Skills | Perception d20+2 | ||
Damage Immunities | Bludgeoning | Piercing | Slashing damage from nonmagical weapons that aren't silvered |
Senses | Passive Perception 12 | ||
Languages | Common (can't speak in boar form) | ||
Challenge | 4 (1,100 XP) | ||
Special 1 | Shapechanger | The wereboar can use its action to polymorph into | a boar-humanoid hybrid or into a boar, |
or back into its true form, which is humanoid. | Its statistics, other than its AC, 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 |
Special 2 | Charge (Boar or Hybrid Form Only) | if the were boar moves at least 15 feet straight toward a target | and then hits it with its tusks on the same turn, |
the target takes an extra 2d6 slashing damage. | If the target is a creature, it must succeed on | a DC 13 Strength saving throw or be knocked prone | |
Special 3 | Relentless (Recharges after a Short or Long Rest) | if the wereboar takes 14 damage | or less that would reduce it to 0 hit points, |
it is reduced to 1 hit point instead | |||
Action 1 | Multiattack (Humanoid or Hybrid Form Only) | The were boar makes two attacks, | only one of which can be with its tusks |
Action 2 | Maul (Humanoid or Hybrid Form Only) | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d6+3 bludgeoning damage | ||
Action 3 | Tusks (Boar or Hybrid Form Only) | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 2d6+3 slashing damage | If the target is a humanoid, it must succeed on | a DC 12 Constitution saving throw |
or be cursed with wereboar lycanthropy |
Wererat
Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escapes rather than combat. A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed. Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats.
Armor Class | 12 | ||
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Hit Points | 6d8+6 | ||
Speed | 30ft. | ||
Strength | 10 (+0) | ||
Dexterity | 15 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 11 (+0) | ||
Wisdom | 10 (+0) | ||
Charisma | 8 (-1) | ||
Skills | Perception d20+2 | Stealth d20+4 | |
Damage Immunities | Bludgeoning | Piercing | Slashing damage from nonmagical weapons that aren't silvered |
Senses | Darkvision 60ft. (rat form only) | Passive Perception 12 | |
Languages | Common (can't speak in rat form) | ||
Challenge | 2 (450 XP) | ||
Special 1 | Shapechanger | The wererat can use its action to polymorph into | a rat-humanoid hybrid or into a giant rat, |
or back into its true form, which is humanoid. | Its statistics, other than its size, 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 |
Special 2 | Keen Smell | The were rat has an advantage on | Wisdom (Perception) checks that rely on smell |
Action 1 | Multiattack (Humanoid or Hybrid Form Only) | The were rat makes two attacks, | only one of which can be a bite |
Action 2 | Bite (Rat or Hybrid Form Only) | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d4+2 piercing damage. | If the target is a humanoid, it must succeed on | a DC 11 Constitution saving throw |
or be cursed with were rat lycanthropy | |||
Action 3 | Shortsword (Humanoid or Hybrid Form Only) | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d6+2 piercing damage | ||
Action 4 | Hand Crossbow (Humanoid or Hybrid Form Only) | Ranged Weapon Attack | d20+4 to hit |
Range 30/120 ft., one target | Hit 1d6+2 piercing damage |
Weretiger
Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can. They don't like to pass on their curse, because every new were tiger means competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups.
Armor Class | 12 | ||
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Hit Points | 16d8+48 | ||
Speed | 30ft. | 40ft. (in tiger form) | |
Strength | 17 (+3) | ||
Dexterity | 15 (+2) | ||
Constitution | 16 (+3) | ||
Intelligence | 10 (+0) | ||
Wisdom | 13 (+1) | ||
Charisma | 11 (+0) | ||
Skills | Perception d20+5 | Stealth d20+4 | |
Damage Immunities | Bludgeoning | Piercing | Slashing damage from nonmagical weapons that aren't silvered |
Senses | Darkvision 60ft. | Passive Perception 15 | |
Languages | Common (can't speak in tiger form) | ||
Challenge | 4 (1,100 XP) | ||
Special 1 | Shapechanger | The weretiger can use its action to polymorph into | a tiger-humanoid hybrid or into a tiger, |
or back into its true form, which is humanoid. | Its statistics, other than its size, 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 |
Special 2 | Keen Hearing and Smell | The weretiger has an advantage on | Wisdom (Perception) checks that rely on hearing or smell |
Special 3 | Pounce (Tiger or Hybrid Form Only) | If the weretiger moves at least 15 feet straight toward a creature | and then hits it with a claw attack on the same turn , |
that target must succeed on a | DC 14 Strength saving throw or be knocked prone. | If the target is prone, the weretiger can | make one bite attack against it as a bonus action |
Action 1 | Multiattack (Humanoid or Hybrid Form Only) | In humanoid form, the weretiger makes two scimitar attacks | or two longbow attacks. |
In hybrid form, it can attack like a humanoid | or make two claw attacks | ||
Action 2 | Bite (Tiger or Hybrid Form Only) | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d10+3 piercing damage. | If the target is a humanoid, it must succeed on | a DC 13 Constitution saving throw |
or be cursed with weretiger lycanthropy | |||
Action 3 | Claw (Tiger or Hybrid Form Only) | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d8+3 slashing damage | ||
Action 4 | Scimitar (Humanoid or Hybrid Form Only) | Melee Weapon Attack | d20+5 to hit |
Reach 5 ft., one target | Hit 1d6+3 slashing damage | ||
Action 5 | Longbow (Humanoid or Hybrid Form Only) | Ranged Weapon Attack | d20+4 to hit |
Range 150/600 ft., one target | Hit 1d8+2 piercing damage |
Werewolf
A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite. Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves.
Armor Class | 11 in humanoid form | 12 (natural armor) in wolf or hybrid form | |
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Hit Points | 9d8+18 | ||
Speed | 30ft. | 40ft. in wolfform | |
Strength | 15 (+2) | ||
Dexterity | 13 (+1) | ||
Constitution | 14 (+2) | ||
Intelligence | 10 (+0) | ||
Wisdom | 11 (+0) | ||
Charisma | 10 (+0) | ||
Skills | Perception d20+4 | Stealth d20+3 | |
Damage Immunities | Bludgeoning | Piercing | Slashing damage from nonmagical weapons that aren't silvered |
Senses | Passive Perception 14 | ||
Languages | Common (can't speak in wolf form) | ||
Challenge | 3 (700 XP) | ||
Special 1 | Shapechanger | The werewolf can use its action to polymorph | into a wolf-humanoid hybrid or into a wolf, |
or back into its true form, which is humanoid. | Its statistics, other than its AC, 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 | |||
Special 2 | Keen Hearing and Smell | The werewolf has an advantage on Wisdom | (Perception) checks that rely on hearing or smell |
Action 1 | Multiattack (Humanoid or Hybrid Form Only) | The werewolf makes two attacks: | one with its bite and one with its claws or spear |
Action 2 | Bite (Wolf or Hybrid Form Only) | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d8+2 piercing damage. | If the target is a humanoid, it must succeed on | a DC 12 Constitution saving throw |
or be cursed with werewolf lycanthropy | |||
Action 3 | Claws (Hybrid Form Only) | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one creature | Hit 2d4+2 slashing damage | ||
Action 4 | Spear (Humanoid Form Only) | Melee or Ranged Weapon Attack | d20+4 to hit |
Reach 5 ft. or range 20/60 ft., one creature | Hit 1d6+2 piercing damage | 1d8+2 piercing damage if used | with two hands to make a melee attack |
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