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.

Jump to: Wereape | Werebear | Wereboar | Werecobra | Wereagle | Weregator | Werekraken | Wereowl | Wererat | Wereshark | Werespider | Weretiger | Wereturtle | Werewolf

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. Some lycanthropes seek out their own kind, only comfortable around those that suffer from their specific affliction, while others embrace any who share their curse. Rumors abound of whole villages of lycanthropes, somehow at peace with themselves and their surroundings.

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.

Humanoids and equipment. Lycanthropy can affect any humanoid creature so long as it is alive--that is to say, it has blood coursing through its veins and requires air, food, and water to survive. This means that many lycanthropes can have racial traits along with the abilities listed here; for example, a half-orc wereape might retain its Relentless Endurance trait. Similarly, many lycanthropes have found ways to adapt equipment to their unique physiology, and as such may have armor, shields, and magic items that they can use from either their humanoid or hybrid forms.


Wereape

Wereapes are patient and careful creatures with mighty strength and toughness. They rarely infect those outside their family with their curse, to prevent disrupting the balance of wherever they live. They guard their territory, testing the mettle of outsiders to determine their worth.

Wereapes typically live in small family units nestled in remote jungles and forests where they live as foragers.

Wereape

Medium humanoid (human, shapechanger), neutral


  • Armor Class 12
  • Hit Points 170 (20d8 + 80)
  • Speed 30 ft (40 ft, climb 40 ft. in ape & hybrid forms)

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 18 (+4) 10 (+0) 13 (+1) 11 (+0)

  • Proficiency Bonus +3
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Athletics +8, Perception +4
  • Senses passive Perception 14
  • Languages Common (can't speak in ape form)
  • Challenge 7

Shapechanger. The wereape can use its action to polymorph into a Large ape-humanoid hybrid or into a Large ape, 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.

Actions

Multiattack. In ape form, the wereape makes two fist attacks. In humanoid form, it makes two maul attacks. In hybrid form, it attacks like an ape or like a humanoid.

Bite (Ape Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (l d4 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with wereape lycanthropy.

Fist (Ape or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Rock (Ape or Hybrid Form Only). Ranged Weapon Attack: +8 to hit, range 3 5/70 ft., one target. Hit: 20 (5d6 + 5) bludgeoning damage.

Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 5) bludgeoning damage in hybrid form, or 12 (2d6 + 5) bludgeoning damage in humanoid form.


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 werebear 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 werebear 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 werebears are of good alignment, some are every bit as evil as other lycanthropes.

Environment

(FIXME)

Token

Werebear

Medium humanoid (human,shapechanger), neutral good


  • Armor Class 10 in humanoid form, 11 (natural armor) in bear and hybrid form
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)

  • Proficiency Bonus +3
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning,piercing,and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +7
  • Senses passive Perception 17
  • Languages Common (can't speak in bear form)
  • Challenge 5

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 (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.

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.


Wereboar

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.

Environment

(FIXME)

Token

Wereboar

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 10 in humanoid form, 11 (natural armor) in boar or hybrid form
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft. (40 ft. in boar form)

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning,piercing,and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Common (can't speak in boar form)
  • Challenge 4

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 1 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.


Werecobra

Werecobras are often sly and cunning, with personalities that are often regarded as strange and alien. They typically prefer not to pass on their curse, and typically hunt down and kill anyone they accidentally turn. Werecobras often live as spies, viziers, or assassins, staking social territories for themselves and staying away from areas that other werecobras have already secretly claimed.

Werecobras have a strange relationship to the Yuan-ti; while some werecobras find the Yuan-Ti to be repulsive and seek either to stay far away from them or exterminate them, some find a strange kinship in their shared reptilian heritage, and often come to enjoy their company.

Werecobra

Medium humanoid (human, shapechanger), lawful evil


  • Armor Class 13
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft. (climb 30 ft., swim 30 ft. in snake and hybrid forms)

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 13 (+1) 11 (+0) 8 (-1)

  • Proficiency Bonus +3
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +3, Stealth +6
  • Senses blindsight 30 ft., passive Perception 13
  • Languages Common (can't speak in snake form)
  • Challenge 5

Shapechanger. The werecobra can use its action to polymorph into a cobra-humanoid hybrid or into a giant poisonous snake, or back into its true form, which is humanoid. Its statistics 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.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werecobra makes one bite and one constrict attack, or it makes one bite attack and one dagger attack, or it makes three dagger attacks.

Bite (Snake or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 27 (6d8) poison damage on a failed save, or half as much damage on a successful one. If the target is a humanoid, it must also succeed on a DC 12 Constitution saving throw or be cursed with werecobra lycanthropy.

Constrict (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + l) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the werecobra can't constrict another target.

Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1 d4 + 3) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one.


Wereagle

Wereagles are a rare kind of lycanthrope whose curse is interwoven with divine magic. They are fierce and bold, with a tendency toward judging others harshly, but they greatly value freedom and helping others. A wereagle only deliberately passes on their lycanthropy once, as they feel the end of their life approaching. Wereagles often spend years in the mountains mentoring disciples for this purpose.

Wereagles often find a certain kinship and partnership among the aarakocra, and often find a home among their cities or nests.

Wereagle

Medium humanoid (human, shapechanger), chaotic good


  • Armor Class 13
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft. (fly 60 ft. in eagle and hybrid forms)

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 13 (+1) 11 (+0) 15 (+2) 10(+0)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +6
  • Senses passive Perception 16
  • Languages Common (can't speak in eagle form)
  • Challenge 2

Shapechanger. The wereagle can use its action to polymorph into an eagle-humanoid hybrid or into Medium eagle, or back into its true form, which is humanoid. Its statistics 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 Sight. The wereagle has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack (Hybrid Form Only). The wereagle makes two attacks with its Talons, or one attack with its Beak and one attack with its Talons.

Beak (Eagle or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereagle lycanthropy.

Talons (Eagle or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Innate Spellcasting (Humanoid or Hybrid Form Only). The wereagle's innate spellcasting ability is Wisdom (spell save DC 12). The wereagle can innately cast the following spells, requiring no material components:

  • At will: light, sacred flame, thaumaturgy
  • 2/day each: augury, daylight, detect evil and good, detect poison and disease, prayer of healing
  • 1/day: freedom of movement

Sacred Flame (Cantrip, Humanoid or Hybrid Form Only). Flame-like radiance descends on a creature that the wereagle can see within 60 feet. The target must succeed on a DC 12 Dexterity saving throw or take 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw.


Weregator

A weregator is a ravenous predator with the huge jaws and tail of a crocodile or alligator. They are driven to act like wild beasts, lurking as barbarians in the wilderness even when hiding their true nature. A weregator's curse is powerful and maddening, leaving little of the person's original personality or mind intact. Weregators typically live and hunt alone in swamps, jungles, and sewers, although some come to find a home among lizardfolk, who will shelter and honor them, in exchange for serving as protection and/or muscle for the village. Strangely, the weregator curse appears to be vastly less common among lizardfolk; in game terms, lizardfolk have advantage on the lycanthropy curse saving throw.

Weregator

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 10 in humanoid form, 14 (natural armor) in crocodile and hybrid forms
  • Hit Points 157 (21d8 + 63)
  • Speed 30 ft. (swim 40 ft. in crocodile & hybrid forms)

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 8 (-1)

  • Proficiency Bonus +3
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages Common (can't speak in crocodile form)
  • Challenge 8

Shapechanger. The weregator can use its action to polymorph into a Large crocodile-humanoid hybrid or into a Large crocodile, 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.

Hold Breath. The weregator can hold its breath for l hour.

Actions

Multiattack. In crocodile form, the weregator makes one Bite attack and one Tail attack. In humanoid form, it makes two Slam attacks. In hybrid form, it attacks like a crocodile, and it can replace one or both of its attacks with Slam attacks.

Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the weregator can't bite another target. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with weregator lycanthropy.

Tail (Crocodile or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target not grappled by the weregator's bite. Hit: 13 (2d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Slam (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage in hybrid form, or 11 (2d6 + 4) bludgeoning damage in humanoid form.


Werekraken

Werekrakens are ruthless and self-interested, with a vicious fury that is roused when they feel slighted or humiliated They use their tentacles to avoid passing on their curse, which they see as power that they own. Most werekrakens spend their days as privateers or pirate captains, granting their curse to their first mate but to few others among their crew, to prevent mutiny.

Werekraken

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 11
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft., swim 30 ft. (10 ft., swim 60 ft. in octopus form)

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 13 (+1) 11 (+0) 10(+0)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +4, Stealth + 5
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common (can't speak in octopus form)
  • Challenge 3

Shapechanger. The werekraken can use its action to polymorph into a kraken-humanoid hybrid or into a giant octopus, 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.

Amphibious. The werekraken can breathe air and water.

Underwater Camouflage (Octopus or Hybrid Form Only). The werekraken has advantage on Dexterity (Stealth) checks made while underwater.

Actions

Multiattack (Hybrid Form Only). The werekraken makes two attacks with its harpoon or its tentacle.

Beak (Octopus Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werekraken lycanthropy.

Harpoon (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. If the attack was ranged and the target is the same size or smaller than the werekraken, the target must succeed on a DC 13 Strength saving throw or be pulled 15 feet closer to the werekraken.

Tentacle (Octopus or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (ld6 + 3) bludgeoning damage, and the target must succeed on a DC 13 Strength saving throw or be pulled 5 feet closer to the werekraken and grappled (escape DC 13).

Ink Cloud (Octopus or Hybrid Form Only; Recharges after short or long rest). A 20-foot-radius cloud ofink extends all around the werekraken if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the werekraken can Dash as a bonus action.


Wereowl

Wereowls are a rare kind of lycanthrope whose curse is interwoven with arcane magic. They are inquisitive and awkward, with little talent or care for social interaction and an undying curiosity for all things magical. They do not concern themselves with whether they pass on their curse or not. Wereowls are typically found living alone as hermits in the wilderness, researching magic.

Given their deep attraction to arcane magic, it is not surprising how many find themselves drawn to the various Mage schools all across Azgaarnoth. Some wereowls are students, some are full members, and it is rumored that more than few head up a school directly; however, most wereowls prefer to keep their lycanthropic nature a secret from their arcane peers.

Wereowl

Medium humanoid (human, shapechanger), chaotic neutral


  • Armor Class 13
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft. (fly 60 ft. in owl form)

STR DEX CON INT WIS CHA
13(+1) 17(+3) 13(+1) 17(+3) 10(+0) 8(-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +2, Stealth +5
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common (can't speak in owl form)
  • Challenge 4

Shapechanger. The wereowl can use its action to polymorph into an owl-humanoid hybrid or into a giant owl, 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.

Arcane Weapons. The wereowl's attacks that use a weapon are magical, and it can use its Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. When the wereowl hits with such an attack, the weapon deals an extra 2d4 force damage (included in the attack).

Flyby (Owl Form Only). The wereowl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The wereowl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack (Hybrid Form Only). The wereowl makes one attack with its Beak and one attack with its Quarterstaff. It can cast a spell in place of one of these attacks.

Beak (Owl or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wereowl lycanthropy.

Talons (Owl Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 3) slashing damage.

Quarterstaff (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage, or 8 (1d8 + 3) bludgeoning damage if used with two hands, plus 5 (2d4) force damage.

Innate Spellcasting (Humanoid or Hybrid Form Only). The wereowl's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The wereowl can innately cast the following spells:

  • At will: mage hand, message, minor illusion, prestidigitation, ray of frost
  • 2/day each: detect magic, disguise self, invisibility, magic missile, sleep
  • 1/day: dimension door

Ray of Frost (Cantrip, Humanoid or Hybrid Form Only). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) cold damage, and the target's speed is reduced by 10 feet until the start of the wereowl's next turn.


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 escape 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.

Environment

(FIXME)

Token

Wererat

Medium humanoid (human, shapechanger), lawful evil


  • Armor Class 12
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning,piercing,and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +2,Stealth +4
  • Senses darkvision 60 ft. (rat form only),passive Perception 12
  • Languages Common (can't speak in rat form)
  • Challenge 2

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.

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

Actions

Multiattack (Humanoid 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 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid 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, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Wereshark

Weresharks are ferocious predators who stalk the seas and the coastlines near populated areas, eager to hunt other humanoids and devour them alive. They are often missing one or two limbs as a result of their encounter with the wereshark that first cursed them. They usually live alone as fishers or whalers when humanoid prey is sparse or when they need to throw off suspicion.

Wereshark

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 12 in humanoid form, 13 (natural armor) in shark and hybrid form
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft. (swim 50 ft. in shark and hybrid forms)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 15 (+2) 10 (+0) 11 (+0) 9 (-1)

  • Proficiency Bonus +3
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception + 3
  • Senses blindsight 30 ft., passive Perception 13
  • Languages Common (can't speak in shark form)
  • Challenge 6

Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, 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.

Amphibious. The wereshark can breathe air and water.

Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack. In shark form, the wereshark makes two Bite attacks. In humanoid form, it makes three Pike attacks. In hybrid form, it makes one Bite attack and two attacks with its Pike or Claws.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereshark lycanthropy.

Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Pike (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.


Werespider

Werespiders are unintelligent and spiteful creatures as a result of their twisted curse, which poisons both mind and soul Some claim that their curse is touched by the will of the dark goddess Lolth. In their hybrid form, they grow two extra pairs of claw-like arms, and their faces transform into a twisted fusion of spider and humanoid, from which they can produce spiderlike webbing.

Werespiders usually survive in small swarms of up to a dozen at a time, building web-covered nests in caverns and dark forests, eating anything that stumbles inside. A small amount of victims are kept alive, wrapped in webs until their new lycanthropic curse takes hold of them.

Werespider

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 13 in humanoid form, 14 (natural armor) in spider and hybrid forms
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft. (climb 30 ft. in spider and hybrid forms)

STR DEX CON INT WIS CHA
14(+2) 16(+3) 12(+1) 6(-2) 11(+0) 8(-1)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +2, Stealth +7
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common (can't speak in spider form)
  • Challenge 4

Shapechanger. The werespider can use its action to polymorph into a spider-humanoid hybrid or into a Large giant spider, 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.

Paralyzing Venom. If poison damage dealt by the werespider reduces a creature to 0 hit points, the creature is stable but poisoned for l hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Spider Climb (Spider or Hybrid Form Only). The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web.

Web Walker(SpiderorHybrid Form Only). The werespider ignores movement restrictions caused by webbing.

Actions

Multiattack. In spider form, the werespider makes two Bite attacks. In humanoid form, it makes three Dagger attacks. In hybrid form, it makes one Bite attack and two attacks with its Daggers or Claws.

Bite (Spider or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the target is a humanoid, it must also succeed on a DC 11 Constitution saving throw or be cursed with werespider lycanthropy.

Claw (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.

Dagger (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one.

Web (Spider or Hybrid Form Only; Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; resistance to slashing and piercing damage from nonmagical attacks that aren't silvered; immunity to bludgeoning, poison, and psychic 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 weretiger 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.

Environment

(FIXME)

Token

Weretiger

Medium humanoid (human, shapechanger), neutral


  • Armor Class 12
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft. (40 ft. in tiger form)

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning,piercing,and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +5,Stealth +4
  • Senses darkvision 60 ft.,passive Perception 15
  • Languages Common (can't speak in tiger form)
  • Challenge 4

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.

Keen Hearing and Smell. The weretiger 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 against it as a bonus action.

Actions

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.

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 lycanthropy.

Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 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 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Wereturtle

A wereturtle is a rare kind of lycanthrope whose curse is interwoven with primal magic. They are solitary and reserved, careful to evaluate anything before making a judgment. Wereturtles almost never attempt to pass on their curse, only doing so when they find a land that is out of balance with nature and in need of protection.

Most wereturtles live as isolated hermits in the deep wilderness, guarding the environment against harm.

Wereturtle

Medium humanoid (human, shapechanger), lawful neutral


  • Armor Class 9 in humanoid form, 16 (natural armor) in turtle and hybrid forms
  • Hit Points 32 (5d8 + 10)
  • Speed 25 ft., swim 25 ft. (15 ft., swim 30 ft. in turtle form)

STR DEX CON INT WIS CHA
13 (+1) 8 (-1) 15 (+2) 10 (+0) 15 (+2) 10 (+0)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +4
  • Senses Perception 14
  • Languages Common (can't speak in turtle form)
  • Challenge 2

Shapechanger. The wereturtle can use its action to polymorph into a turtle-humanoid hybrid or into a Medium turtle, or back into its true form, which is humanoid. Its statistics 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 wereturtle can hold its breath for 1 hour.

Stable (Turtle Form Only). Whenever an effect knocks the wereturtle prone, it can make a DC 10 Constitution saving throw to avoid being knocked prone. A prone wereturtle is upside down. To stand up, it must succeed on a DC 10 Dexterity check on its turn and then use all its movement for that turn.

Underbelly (Turtle or Hybrid Form Only). While the wereturtle is prone, the AC from its natural armor is reduced by 4.

Actions

Bite (Turtle or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereturtle lycanthropy.

Slam (Humanoid or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

Sling (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Innate Spellcasting (Humanoid or Hybrid Form Only). The wereturtle's innate spellcasting ability is Wisdom (spell save DC 12). The wereturtle can innately cast the following spells, requiring no material components:

  • At will: druidcraft, poison spray, resistance
  • 2/day each: create or destroy water, cure wounds, entangle, pass without trace, spike growth
  • 1/day: plant growth

Poison Spray (Cantrip, Humanoid or Hybrid Form Only). One creature that the wereturtle can see within 10 feet of it must succeed on a DC 12 Constitution saving throw or else take 13 (2d12) poison damage.

Withdraw (Turtle or Hybrid Form Only). The wereturtle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and it has advantage on Strength and Constitution saving throws. While the wereturtle is in its shell, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge from its shell.


Werewolf

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.

Environment

(FIXME)

Token

Werewolf

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Proficiency Bonus +2
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities bludgeoning,piercing,and slashing damage from nonmagical attacks that aren't silvered
  • Condition Immunities
  • Skills Perception +4,Stealth +3
  • Senses passive Perception 14
  • Languages Common (can't speak in wolf form)
  • Challenge 3

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 werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or 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 (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.

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 (1d8 + 2) piercing damage if used with two hands to make a melee attack.