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The Curse of Lycanthropy

Lycanthropes

O
ne of the most ancient and feared of all curses, Living with the Curse
lycanthropy can transform the most civilized
humanoid into a ravening beast. In its natural A character who becomes a lycanthrope retains his or her
humanoid form, a creature cursed by statistics except as specified by lycanthrope type. The
lycanthropy appears as its normal self. Over character gains the lycanthrope's speeds in nonhumanoid
time, however, many lycanthropes acquire form, damage resistances in hybrid form, traits, and actions
features suggestive of their animal form. In that that don't involve equipment.
animal form, a lycanthrope resembles a powerful version of a The character is proficient with the lycanthrope's natural
normal animal. On close inspection, its eyes show a faint attacks, such as its bite or claws, which deal damage as shown
spark of unnatural intelligence and might glow red in the dark. in the lycanthrope's statistics. The character can't speak while
Evil lycanthropes hide among normal folk, emerging in in animal form.
animal form at night to spread terror and bloodshed, Handling the curse takes more than simple words, it
especially under a full moon. Good lycanthropes are reclusive requires everything the individual has to offer. You have an
and uncomfortable around other civilized creatures, often Affliction level that starts at 10. Whenever you choose to
living alone in wilderness areas far from villages and towns. transform willingly the first time in between long rests the
level increases by 1 to a maximum of 20. If you do not
The Lycanthropy Curse transform willingly between long rests the level decreases by
1 to a minimum of 2.
A humanoid creature can be afflicted with the curse of Whenever you take damage and lose hit points make a
lycanthropy after being wounded by a lycanthrope, or if one or Constitution Save. The DC is equal to your Affliction level. If
both of its parents are lycanthropes. A remove curse spell can your affliction is 2 or 3 roll with advantage. On a fail, you
rid an afflicted lycanthrope of the curse, but a natural born transform into your Hybrid form (if you aren't transformed
lycanthrope can be freed of the curse only with a wish. already) and go Bloodthirsty (if you aren't already).
A lycanthrope can either resist its curse or embrace it. By While going bloodthirsty you receive the specified bonuses
resisting the curse, a lycanthrope retains its normal alignment and on your turn you perform a number of attacks as specified
and personality while in humanoid form. Some individuals by the Bloodthirsty Table to the nearest creature to you,
see little point in fighting the curse and accept what they are. moving to attack the next nearest creature after you fell your
With time and experience, they learn to master their current target. The attack is chosen at random. When your
shapechanging ability and can assume beast form or hybrid bloodthirst ends you receive the specified penalties. If you
form at will. Most lycanthropes that embrace their bestial have multiple possible targets, you attack one at random. Your
natures succumb to bloodlust, becoming evil, opportunistic bloodthirst last a number of rounds according to the table. It
creatures that prey on the weak. also ends early if you can't reach any creature in your turn.
Regardless of whether the lycanthrope accepts the curse or
not, when the full moon rises the curse becomes too strong to
resist and the individual transforms.

Bloodthirsty Table
Affliction Duration Attacks Buffs After Effects
2-3 1 1 -10 damage +3 to all Saving throws and Ability Checks until the end of your next turn
4-6 1 1 -7 damage +2 to all Saving throws and Ability Checksuntil the end of your next turn
7-9 1 1 -5 damage +1 to all Saving throws and Ability Checks until the end of your next turn
10 1 1 +2 damage -1 to all Saving throws and Ability Checks until the end of your next turn
You fall prone and have -1 to all Saving throws and

11-13 1 2 +3 damage
Ability Checks until the end of your next turn
You fall prone and have -2 to all Saving throws and

14-16 2 2 +4 damage
Ability Checks until the end of your next turn
+5 damage
You fall prone and have -3 to all Saving throws and

17-19 2 3
+1 to AC Ability Checks until the end of your next turn
+5 damage

20 3 3 You fall prone and gain one level of Exhaustion


+2 to AC

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A Night's Rest
Though it doesn't cure the lycanthropy curse, wolfsbane is
known to help reduce its effects and actually prevent the
lycanthrope from transforming.

Wolfsbane
This small (15-cm) plant has black green leaves, sawed deeply
several times, and three flower stalks with tiny white flowers
and brown seed pods. The flowers can be crushed into dust
and carried in the pocket to ward off werewolves and the like.
In addition, the seeds can be consumed (DC 20 Constitution
Save) to fully avoid transformations for the next 24 hours.

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Lycanthropy Types
Like the many races in the world, lycanthropes also come with Werebat
different species. The following stats are meant to replace medium humanoid (human shapechanger), lawful
already existing ones as well as add new options. evil

Werebat Armor Class 13 in humanoid form, 14 in bat and


Werebats are elusive and quiet creatures, preferring to keep hybrid form
Hit Points 66 (12d8+12)
out of trouble and out of the light. They tend to live in groups Speed 30 ft. (40 ft., fly 50 ft. in bat or hybrid form)
but the occasional solitary werebat can usually be found in
small caves or fissures. Most werebats prey on humanoids
and other creatures not out of malice but necessity for their STR DEX CON INT WIS CHA
need for fresh blood is strong, especially under the full moon.
Werebats in their humanoid form often display bat-like 12 (+1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 9 (-1)
features; a flattened or upturned nose, tufts of dark hair
topping pointed ears, or sharp teeth are common. Skills Perception +3, Stealth +5
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks not made with
silvered weapons while in hybrid form
Werebat Player Senses blindsight 60 ft., passive perception 13
The character gains a Dexterity of 16 if his or her score isn't Languages Common (can't speak in bear form)
already higher. Attack and damage rolls for the bite are based Challenge 3 (700 XP)
on whichever is higher of the character's Strength and
Dexterity. Shapechanger. The werebat can use its action to
polymorph into a bat-humanoid hybrid or into a
Medium-sized bat, or back into its true form, which
is humanoid. Its statistics, other than its AC, are the
same in each form with the exception that only its
hybrid and bat forms retain its flying speed. Any
equipment it is wearing or carrying isn’t transformed.
It reverts to its true form if it dies.
Echolocation. The werebat can’t use its blindsight
while deafened.
Keen Hearing. The werebat has advantage on Wisdom
(Perception) checks that rely on hearing.
Sunlight Sensitivity. While in sunlight, the werebat has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack (Humanoid or Hybrid Form Only). In
humanoid form, the werebat makes two mace
attacks. In hybrid form, it makes two attacks: one
with its bite and one with its claws.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack:
+3
to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1)
piercing
damage. If the target is a humanoid, it must
succeed on a
DC 14 Constitution saving throw or be
cursed with werebat
lycanthropy.
Claw (Hybrid Form Only). Melee Weapon Attack: +3
to h it, reach 5 ft., one target. Hit: 4 (2d8 + 1)
slashing damage.
Mace (Humanoid Form Only). Melee Weapon Attack:
+3
to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
bludgeoning damage.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Werebear
Werebears are powerful lycanthropes with the ability to Werebear
temper their monstrous natures and reject their violent medium humanoid (human shapechanger), neutral
impulses. In humanoid form, they are large, muscular, and good
covered in hair matching the color of their ursine form's fur. A
werebear is a loner by nature, fearing what might happen to
innocent creatures around it when its bestial nature takes Armor Class 10 in humanoid form, 11 (natural armor)
over. in bear
and hybrid form
Hit Points 135 (18d8+54)
Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid
form)
Werebear Player
The character gains a Strength of 19 if his or her score isn't
already higher, and a +l bonus to AC while in bear or hybrid STR DEX CON INT WIS CHA
form (from natural armor). Attack and damage rolls for the 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)
natural weapons are based on Strength.
Skills Perception +7
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks not made with
silvered weapons while in hybrid form
Senses passive perception 17
Languages Common (can't speak in bear form)
Challenge 5 (1,800 XP)

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.
Keen Smell. The werebear has advantage on Wisdom
(Perception) checks that rely on smell.

Actions
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.
Bite (Bear or Hybrid Form Only). Melee Weapon
Attack: +7
to hit, reach 5 ft., one target. Hit: 15
(2dl0 + 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.
Claw (Bear or Hybrid Form Only). Melee Weapon
Attack: +7
to hit, reach 5 ft., one target. Hit: 13 (2d8
+ 4) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee
Weapon Attack: +7
to hit, reach 5 ft., one target. Hit:
10 (1d12 + 4) slashing damage.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wereboar
Wereboars are ill-tempered and vulgar brutes. As
humanoids, Wereboar
they are stocky and muscular, with short,
stiff hair. In their medium humanoid (human shapechanger), neutral
humanoid and hybrid forms, they use
heavy weapons, while in evil
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 Armor Class 10 in humanoid form, 11 (natural armor)
victims resist the curse, the more savage and bestial
they in boar
and hybrid form
become. Hit Points 78 (12d8+24)
Speed 30 ft. (40 ft. in boar or hybrid form)
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 STR DEX CON INT WIS CHA
ores.
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1)

Wereboar Player Skills Perception +2


Damage Resistances bludgeoning, piercing, and
The character gains a Strength of 17 if his or
her score isn't
slashing from nonmagical attacks not made with
already higher, and a+ l bonus to AC while
in boar or hybrid silvered weapons while in hybrid form
form (from natural armor). Attack and
damage rolls for the Senses passive perception 12
tusks are based on Strength. For the
Charge trait, the DC is 8 + Languages Common (can't speak in boar form)
the character's proficiency bonus +
Strength modifier.
Challenge 4 (1,100 XP)

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.
Charge (Boar or Hybrid Form Only). If the wereboar
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 7 (2d6)
slashing damage. If the target
is a creature, it must succeed on
a DC 13 Strength
saving throw or be knocked prone.
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 l hit point instead.

Actions
Multiattack (Humanoid or Hybrid Form Only). The
wereboar
makes two attacks, only one of which can
be with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee
Weapon Attack: +5
to hit, reach 5 ft., one target. Hit:
10 (2d6 + 3) bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Weapon
Attack: +5
to hit, reach 5 ft., one target. Hit: 10 (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.

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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Werecrocodile
Like true crocodiles, werecrocodiles consume anything that Werecrocodile
they can catch, their two favorite foods being the flesh of medium humanoid (human shapechanger), neutral
humans and the flesh of wererats. evil
A werecrocodile is a patient predator, but behind that
veneer lies a ferocious beast. In humanoid form, a
werecrocodile has very rough skin and a noticeable underbite. Armor Class 11 in humanoid form, 12 (natural armor)
Most werecrocodiles patiently wait in crocodile form in large in crocodile
and hybrid form
Hit Points 104 (16d8+32)
bodies of water, lashing out at prey that draws too near, Speed 30 ft., swim 30 ft.
typically entering hybrid form to attack prey further inland.
Most werecrocodiles build simple dens near rivers, lakes, and
swamps, and while they tend to dislike others of their kind, STR DEX CON INT WIS CHA
multiple werecrocodiles might hunt in the same area, and a
werecrocodile that hunts particularly well might share its 15 (+2) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 8 (-1)
spoils with other werecrocodiles.
Skills Perception +2, Stealth +3
Damage Resistances bludgeoning, piercing, and
Werecrocodile Player slashing from nonmagical attacks not made with
silvered weapons while in hybrid form
The character gains a Strength of 15 if his or her score isn't Senses passive perception 12
already higher, and a +1 bonus to AC while in crocodile or Languages Common (can't speak in crocodile form)
hybrid form (from natural armour). Attack and damage rolls for Challenge 3 (700 XP)
the natural weapons are based on Strength.
Shapechanger. The werecrocodile can use its action
to polymorph into a crocodile-humanoid hybrid or
into a crocodile, 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.
Hold Breath. The werecrocodile can hold its breath
for 15 minutes.

Actions
Multiattack (Humanoid or Hybrid Form Only). The
werecrocodile makes two attacks, only one of which
can be a bite.
Bite (Crocodile or Hybrid Form Only). Melee Weapon
Attack: +4
to hit, reach 5 ft., one target. Hit: 7 (1d10
+ 2) piercing damage. If the target is a humanoid, it
must succeed on a DC 12 Constitution saving throw
or be cursed with werecrocodile lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2)
slashing damage.
Spear (Humanoid or Hybrid Form Only). Melee or
Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
damage, or 6 (1d8 + 2) piercing damage when used
in two hands to make a melee attack.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Werehyena
Werehyenas are ill tempered and savage creatures. In their Werehyena
humanoid form, a werehyena has a heightned sense of smell medium humanoid (human shapechanger), lawful
and tend to form groups under the guidance of a matriarch. In evil
their hybrid form, their appearance is terrifying, similar to the
regular werewolf but with two much larger canines and
lighter, browner fur tones. Armor Class 12 in humanoid form, 13 (natural armor)
Regardless of the form they take, a werehyena sooner or in hyena
and hybrid form
Hit Points 52 (8d8+16)
later seems to break down in laughter for no apparent reason. Speed 30 ft. (40ft in hybrid form, 50 ft. in hyena
form)
Werehyena Player
The character gains a Dexterity of 16 if his or her score isn't STR DEX CON INT WIS CHA
already higher, and a +1 bonus to AC while in hyena or hybrid 15 (+2) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 11 (+0)
form (from natural armour). Attack and damage rolls for the
bite and claws are based on the character's Strength. Skills Perception +3, Stealth +4
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks not made with
silvered weapons while in hybrid form
Senses passive perception 13
Languages Common (can't speak in hyena form)
Challenge 3 (700 XP)

Shapechanger. The werehyena can use its action to


polymorph into a hyena-humanoid hybrid or a hyena,
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 is not
transformed. It reverts to its true form if it dies.
Keen Smell. The werehyena has advantage on
Wisdom (Perception) checks that rely on smell.
Rampage. When the werehyena in hybrid or animal
form reduces a creature to 0 hit points with a melee
attack on its turn, it can take a bonus action to move
up to half its speed and make an attack.

Actions
Multiattack (Hybrid Form Only). When in hybrid form
the werehyena can make two attacks, one with its
bite and one with its club.
Bite (Hyena or Hybrid Form Only). Melee Weapon
Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) piercing
damage. If the target is a humanoid, it
must succeed on a
DC 12 Constitution saving throw
or be cursed with werehyena
lycanthropy.
Club (Hybrid or Humanoid Form Only). Melee or
Ranged Weapon Attack: +4
to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 2)
bludgeoning damage, or 5 (1d6 + 2) bludgeoning
damage if used with two hands to make a melee
attack.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Wererat
Wererats are cunning lycanthropes with sly, avaricious Wererat
personalities. They are wiry and twitchy in humanoid
form, medium humanoid (human shapechanger), lawful
with thin hair and darting eyes. In their humanoid
and hybrid evil
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 Armor Class 12
infiltration and escape rather
than combat. Hit Points 33 (6d8+6)
Speed 30 ft.
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 STR DEX CON INT WIS CHA
or break loose from the clan's
control are quickly hunted down
and killed. 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
Wererat clans are found throughout urban civilization,
often
dwelling in cellars and catacombs. These
creatures are Skills Perception +2, Stealth +4
common in the sewers beneath major
cities, viewing those Damage Resistances bludgeoning, piercing, and
subterranean areas as their
hunting grounds. Rats and giant slashing from nonmagical attacks not made with
rats are commonly
found living among wererats. silvered weapons while in hybrid form
Senses darkvision 60 ft. (rat form only), passive
perception 13
Languages Common (can't speak in rat form)
Wererat Player Challenge 2 (450 XP)
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 Shapechanger. The wererat can use its action to
on wh ichever is h igher of the character's
Strength and polymorph
into a rat-humanoid hybrid or into a giant
Dexterity.
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
Keen Smell. The werehyena has advantage on
Wisdom (Perception) checks that rely on smell.

Actions
Multiattack (Human or Hybrid Form Only). The wererat
makes two attacks, only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
+4
to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
piercing
damage. If the target is a humanoid, it must
succeed on a
DC 12 Constitution saving throw or be
cursed with wererat
lycanthropy.
Shortsword (Hybrid or Humanoid Form Only). Melee
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +4 to hit, reach 30/120 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Weretiger
Weretigers are ferocious hunters and warriors with
a haughty Weretiger
and fastidious nature. Lithe and sleekly
muscular in medium humanoid (human shapechanger), neutral
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 Armor Class 12
form when they can.
They don't like to pass on their curse, Hit Points 120 (16d8 + 48)
because every
new weretiger means competition for territory Speed 30 ft. (40 ft. in tiger form)
and prey.
Weretigers live in jungles on the fringes of humanoid STR DEX CON INT WIS CHA
civilization, traveling to isolated settlements to trade or
revel.
They live and hunt alone or in small family groups. 17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

Skills Perception +5, Stealth +4


Weretiger Player Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks not made with
The character gains a Strength of 17 if his or
her score isn't
silvered weapons while in hybrid form
already higher. Attack and damage rolls for
the natural weapons Senses darkvision 60 ft., passive perception 13
are based on Strength. For the Pounce
trait, the DC is 8 + the Languages Common (can't speak in tiger form)
character's proficiency bonus +
Strength modifier. Challenge 4 (1,100 XP)

Shapechanger. The weretiger can use its action to


polymorph
into a tiger-humanoid hybrid or i nto 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
Keen Hearing and Smell. The werehyena has
advantage on Wisdom (Perception) checks that rely
on hearing or smell.
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 agai nst it as a
bonus action.

Actions
Multiattack (Human 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.
Bite (Tiger or Hybrid Form Only). Melee Weapon
Attack:
+5 to hit, reach 5 ft., one target. Hit: 8 (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
lycanth ropy.
Claw (Tiger or Hybrid Form Only). Melee Weapon
Attack: +5 to
h it, reach 5 ft., one target. Hit: 7 (ld8 +
3) slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee
Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3)
slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 1 50/600 ft., one
target. Hit: 6 (1d8 + 2) piercing damage.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Werewolf
A werewolf is a savage predator. In its humanoid form,
a Werewolf
werewolf has heightened senses, a fiery temper, and
a medium humanoid (human shapechanger), chaotic
tendency to eat rare meat. Its wolf form is a fearsome evil
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 Armor Class 11 in humanoid form, 12 (natural armor)
prefers to tear foes apart with its
powerful claws and bite. in wolf
and hybrid form
Hit Points 58 (9d8+18)
Most werewolves flee civilized lands not long after Speed 30 ft. (40ft in wolf form)
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 STR DEX CON INT WIS CHA
of their murderous acts. In the wild,
werewolves form packs
that also include wolves and
dire wolves. 15 (+2) 13 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +4, Stealth +3


Werewolf Player Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks not made with
The character gains a Strength of 15 if his or her
score isn't silvered weapons while in hybrid form
already higher, and a +1 bonus to AC while in wolf
or hybrid Senses passive perception 14
form (from natural armor) . Attack and damage rolls
for the Languages Common (can't speak in wolf form)
natural weapons are based on Strength. Challenge 3 (700 XP)

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.
Keen Hearing and Smell. The werehyena has
advantage on Wisdom (Perception) checks that rely
on hearing or smell.

Actions
Multiattack (Hybrid Form Only). The werewolf
makes
two attacks: two with its spear (humanoid form) or
one
with its bite and one with its claws (hybrid
form).
Bite (Wolf or Hybrid Form Only). Melee Weapon
Attack:
+4 to hit, reach 5 ft., one target. Hit: 6 (ld8 +
2) pierci ng
damage. If the target is a humanoid, it
must succeed on a
DC 12 Constitution saving throw
or be cu rsed with werewolf
lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4
to hit,
reach 5 ft., one creature. Hit: 7 (2d4 + 2)
slashing damage.
Spear (Humanoid Form Only). Melee or Ranged
Weapon Attack: +4 to hit, reach 5 ft. or range 20/60
ft., one creature. Hit: 5 (1d6 + 2) piercing damage,
or 6 (ld8 + 2) piercing damage if used with two
hands to make a melee attack.

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