Lycanthropy Condition in Sundered Cosmos | World Anvil
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Lycanthropy

Many scholars refer to the curse of the were-creature as “lycanthropy,” but technically this is correct only when speaking of werewolves. Nevertheless, the word has gained traction in certain circles, and as a result, it's not uncommon to hear the whispers of locals who fear lycanthropes even when a ravenous weretiger is the real threat. Naturally, the were-creatures themselves don't take this ignorance lightly and tend to see being equated with a werewolf as a great insult. Unless, of course, the were-creature is a werewolf!  

Other Werecreatures

In theory, any animal could form the basis for a new type of were-creature, provided the animal in question is at least omnivorous—herbivorous werecreatures are all but unheard of. Werecreatures that rise from insects, arachnids, and similar invertebrate animals are particularly unsettling, though much rarer than werecreatures of vertebrate animals.

Transmission & Vectors

Werecreatures are humanoids doomed to transform into animals and animal-humanoid hybrids under the light of the full moon. These shape-changing creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.

Afflicted and True Lycanthropes

Werecreatures come in two types: those afflicted with the curse and those born with it (“true werecreatures”).   One can be born a true were-creature to any were-creature parent. A true were-creature is always a were-creature and retains the same memories and most of the same statistics in all forms. A true were-creature also has full control over its shapechanging except during the full moon, when the transformation is irresistible. There is no known way to break the curse on a true were-creature.   Affected werewolves received their curse from the bite of another were-creature (which could’ve been an afflicted or true were-creature). An afflicted were-creature may be unaware of its curse because it retains no memories of its transformations, gets no benefit from being a were-creature when not transformed, and has no conscious control over its transformation. An afflicted were-creature's curse can be removed like any other.

Symptoms

Retaining Humanity

Werecreatures are notorious for their murderous rampages in the deep of the night—violence that is often at odds with the afflicted’s true nature. Even an honorable town guard or priest could be a murderous werewolf without realizing it, for the were-creature’s curse leaves the afflicted with no memory of their nocturnal murder sprees.

Treatment

Wolfsbane

Wolfsbane is a poisonous plant that can cure the curse of the were-creature. It’s effective only if consumed before the creature transforms for the first time. If the creature survives wolfsbane’s effects without using magic to aid in surviving, the creature can attempt a new saving throw against the curse of the were-creature. On a success, the creature is cured.

Lycanthropy

You can turn an existing, living humanoid into a were-creature by completing the following steps. (These changes reflect a were-creature in its hybrid form.) Increase the creature's level by 1 and change its statistics as follows.
  • It gains the beast and were-creature traits, and its alignment is usually adjusted to match that of its were-creature type.
  • Increase its size by one category if the animal is a larger size than the base humanoid.
  • Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
  • Increase its damage with Strikes and other offensive abilities by 1. If the were-creature is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead.
  • Increase its HP by the amount shown on the table. This HP increase is more than typical in order to compensate for the creature's weakness to silver.
The creature gains weakness to silver as shown on the table.         
Starting Level HP Increase Weakness to Silver
4 or lower +25 5
5–7 +35 7
8–14 +50 10
15+ +75 15

Were-creature Abilities

All were-creatures gain the following abilities, some of which match an ability of the animal the were-creature transforms into. You might also need to adjust some abilities that conflict with the theme of the were-creature (such as abilities with a conflicting alignment trait).
  • Senses The were-creature gains all the senses of the animal.
  • Animal Empathy (Divination, Primal ) A were-creature can communicate with animals of the same general kind.
  • Claws The were-creature gains a claw Strike (an agile unarmed attack that deals slashing damage). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.
  • Jaws The creature gains a jaws Strike (an unarmed attack that deals piercing damage) that inflicts its curse of the were-creature. If it had any non-agile attacks, the damage dealt by its jaws should be roughly the same as the damage dealt by those attacks. If it had only agile attacks, its jaws should deal one-third more damage.
  • Change Shape (concentrate, polymorph, primal, transmutation) The were-creature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true were-creature's natural form is its hybrid shape. In humanoid shape, the were-creature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
  • Curse of the Werecreature (Curse, Necromancy, primal) This curse affects only humanoids. Saving Throw Fortitude DC is the standard DC for the were-creature's new level – 1. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of were-creature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
  • Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the were-creature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws Strike (or a similar Strike) by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.
— Bestiary pg. 328
Type
Magical
Children
Origin
Magical
Cycle
Chronic, Acquired & Congenital
Rarity
Uncommon

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