Lycanthropes Species in Other Realms | World Anvil

Lycanthropes

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.   Curse of Lycanthropy A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.   Variant: Nonhuman Lycanthropes The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.   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.   Werebear The character gains a Strength of19 if his or her score isn't already higher, and a+ 1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.   Wereboar The character gains a Strength of 17 if his or her score isn't already higher, and a+ 1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge- trait, the DC is 8 +the character's proficiency bonus+ Strength modifier.   Wererat The character gains a Dexterity of 1 5 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.   Weretiger The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.   Werewolf The character gains a Strength of 1 5 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.  

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 Class10 in humanoid form11 (natural armor) in bear and hybrid form
Hit Points 18d8+54
Speed30ft40ft.Climb 30ft. In bear or hybrid form
Strength19 (+4)
Dexterity10 (+0)
Constitution17 (+3)
Intelligence11 (+0)
Wisdom12 (+1)
Charisma12 (+1)
SkillsPerception d20+7
Damage ImmunitiesBludgeoningPiercingSlashing damage from nonmagical weapons that aren't silvered
SensesPassive Perception 17
LanguagesCommon (can't speak in bear form)
Challenge5 (1,800 XP)
Special 1ShapechangerThe werebear can use its action to polymorphinto a Large bear-humanoid hybrid
or into a Large bear, or back into its true form,which is humanoid. Its statistics, other than its sizeand 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 2Keen SmellThe werebear has an advantage onWisdom (Perception) checks that rely on smell
Action 1MultiattackIn 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 2Bite (Bear or Hybrid Form Only)Melee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d10+4 piercing damage.If the target is a humanoid, it must succeed ona DC 14 Constitution saving throw
or be cursed with werebear lycanthropy
Action 3Claw (Bear or Hybrid Form Only)Melee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 2d8+4 slashing damage
Action 4Greataxe (Humanoid or Hybrid Form Only)Melee Weapon Attack d20+7 to hit
Reach 5 ft., one targetHit 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 Class10·in humanoid form11 (natural armor) in boar or hybrid form
Hit Points 12d8+24
Speed30ft.40ft. in boar form
Strength17 (+3)
Dexterity10 (+0)
Constitution15 (+2)
Intelligence10 (+0)
Wisdom11 (+0)
Charisma8 (-1)
SkillsPerception d20+2
Damage ImmunitiesBludgeoningPiercingSlashing damage from nonmagical weapons that aren't silvered
SensesPassive Perception 12
LanguagesCommon (can't speak in boar form)
Challenge4 (1,100 XP)
Special 1ShapechangerThe wereboar can use its action to polymorph intoa 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 2Charge (Boar or Hybrid Form Only)if the were boar moves at least 15 feet straight toward a targetand 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 ona DC 13 Strength saving throw or be knocked prone
Special 3Relentless (Recharges after a Short or Long Rest)if the wereboar takes 14 damageor less that would reduce it to 0 hit points,
it is reduced to 1 hit point instead
Action 1Multiattack (Humanoid or Hybrid Form Only)The were boar makes two attacks,only one of which can be with its tusks
Action 2Maul (Humanoid or Hybrid Form Only)Melee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 2d6+3 bludgeoning damage
Action 3Tusks (Boar or Hybrid Form Only)Melee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 2d6+3 slashing damageIf the target is a humanoid, it must succeed ona 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 Class12
Hit Points 6d8+6
Speed30ft.
Strength10 (+0)
Dexterity15 (+2)
Constitution12 (+1)
Intelligence11 (+0)
Wisdom10 (+0)
Charisma8 (-1)
SkillsPerception d20+2 Stealth d20+4
Damage ImmunitiesBludgeoningPiercingSlashing damage from nonmagical weapons that aren't silvered
SensesDarkvision 60ft. (rat form only)Passive Perception 12
LanguagesCommon (can't speak in rat form)
Challenge2 (450 XP)
Special 1ShapechangerThe wererat can use its action to polymorph intoa 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 2Keen SmellThe were rat has an advantage onWisdom (Perception) checks that rely on smell
Action 1Multiattack (Humanoid or Hybrid Form Only)The were rat makes two attacks,only one of which can be a bite
Action 2Bite (Rat or Hybrid Form Only)Melee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d4+2 piercing damage.If the target is a humanoid, it must succeed ona DC 11 Constitution saving throw
or be cursed with were rat lycanthropy
Action 3Shortsword (Humanoid or Hybrid Form Only)Melee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d6+2 piercing damage
Action 4Hand Crossbow (Humanoid or Hybrid Form Only)Ranged Weapon Attack d20+4 to hit
Range 30/120 ft., one targetHit 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 Class12
Hit Points 16d8+48
Speed30ft.40ft. (in tiger form)
Strength17 (+3)
Dexterity15 (+2)
Constitution16 (+3)
Intelligence10 (+0)
Wisdom13 (+1)
Charisma11 (+0)
SkillsPerception d20+5 Stealth d20+4
Damage ImmunitiesBludgeoningPiercingSlashing damage from nonmagical weapons that aren't silvered
SensesDarkvision 60ft.Passive Perception 15
LanguagesCommon (can't speak in tiger form)
Challenge4 (1,100 XP)
Special 1ShapechangerThe weretiger can use its action to polymorph intoa 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 2Keen Hearing and SmellThe weretiger has an advantage onWisdom (Perception) checks that rely on hearing or smell
Special 3Pounce (Tiger or Hybrid Form Only)If the weretiger moves at least 15 feet straight toward a creatureand then hits it with a claw attack on the same turn ,
that target must succeed on aDC 14 Strength saving throw or be knocked prone.If the target is prone, the weretiger canmake one bite attack against it as a bonus action
Action 1Multiattack (Humanoid or Hybrid Form Only)In humanoid form, the weretiger makes two scimitar attacksor two longbow attacks.
In hybrid form, it can attack like a humanoidor make two claw attacks
Action 2Bite (Tiger or Hybrid Form Only)Melee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d10+3 piercing damage.If the target is a humanoid, it must succeed ona DC 13 Constitution saving throw
or be cursed with weretiger lycanthropy
Action 3Claw (Tiger or Hybrid Form Only)Melee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d8+3 slashing damage
Action 4Scimitar (Humanoid or Hybrid Form Only)Melee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 1d6+3 slashing damage
Action 5Longbow (Humanoid or Hybrid Form Only)Ranged Weapon Attack d20+4 to hit
Range 150/600 ft., one targetHit 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 Class11 in humanoid form12 (natural armor) in wolf or hybrid form
Hit Points 9d8+18
Speed30ft.40ft. in wolfform
Strength15 (+2)
Dexterity13 (+1)
Constitution14 (+2)
Intelligence10 (+0)
Wisdom11 (+0)
Charisma10 (+0)
SkillsPerception d20+4 Stealth d20+3
Damage ImmunitiesBludgeoningPiercingSlashing damage from nonmagical weapons that aren't silvered
SensesPassive Perception 14
LanguagesCommon (can't speak in wolf form)
Challenge3 (700 XP)
Special 1ShapechangerThe werewolf can use its action to polymorphinto 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 2Keen Hearing and SmellThe werewolf has an advantage on Wisdom(Perception) checks that rely on hearing or smell
Action 1Multiattack (Humanoid or Hybrid Form Only)The werewolf makes two attacks:one with its bite and one with its claws or spear
Action 2Bite (Wolf or Hybrid Form Only)Melee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d8+2 piercing damage.If the target is a humanoid, it must succeed ona DC 12 Constitution saving throw
or be cursed with werewolf lycanthropy
Action 3Claws (Hybrid Form Only)Melee Weapon Attack d20+4 to hit
Reach 5 ft., one creatureHit 2d4+2 slashing damage
Action 4Spear (Humanoid Form Only)Melee or Ranged Weapon Attack d20+4 to hit
Reach 5 ft. or range 20/60 ft., one creatureHit 1d6+2 piercing damage 1d8+2 piercing damage if usedwith two hands to make a melee attack

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