Werecrocodile A werecrocodile is strangely forgiving. Although it
traffics in death, the predator rarely pursues prey that
The werecrocodile is an ancient predator—perhaps escapes its ambush, seeing them as worthy victors.
even the first lycanthrope, despite the infamy of the This tolerance, however, vanishes when a creature
werewolf. It is a ruthless predator that haunts swamps makes an attempt on the werecrocodile’s life outside
and coastlines, ambushing prey without discrimi- of an ambush. To be hunted by such “lesser” creatures
nation. Fortunately, werecrocodiles only kill to sate is a grave insult to a werecrocodile’s ego, and the Beast
their hunger and reserve any malice or marauding Within foments resentment until it blossoms into
for creatures that have dared to hunt them. Even prey revenge, driving its host to hunt down its own hunter,
that escape the werecrocodile’s deadly bite are free even if such a quest is impractical.
from its ire.
Flaws. A werecrocodile typically has 1d6 + 2 flaws
A werecrocodile possesses the strongest bite of any from the Werecrocodile Phenotypical Flaws table.
lycanthrope and can trap prey in its mighty jaws. Like
its namesake, the werecrocodile makes one strike and Propagation. Werecrocodiles are solitary creatures
then performs the infamous “death roll”—a maneuver that rarely pass on their curse willingly. Most prey die
in which it spins, whether on land or in water, to snap in their ambush, and those that do escape likely did so
off the victim’s limb. unbitten. Thus, only the hardiest of warriors contract
the curse and live.
Like werewolves, a werecrocodile holds much sway
over ordinary beasts of its kind, and will bask beside Werecrocodiles rarely have children. Those that do
alligators and crocodiles, if only to fool hunters. Few feel little love for their offspring, who are usually left to
werecrocodiles employ the beasts as guards or minions, fend for themselves, often dying in the wilds before they
seeing them as competition to its great hunger. reach adulthood.
The Beast Within. The werecrocodile curse Vulnerabilities. A werecrocodile, as befitting its
gradually reduces its victim to a hollow and remorse- ancient lineage, is harmed by history’s most archaic
less creature incapable of love and empathy. A were- material: flint. Mandrake is the werecrocodile’s
crocodile considers emotion a weakness and sees other anathema. A werecrocodile that consumes mandrake
creatures as fools for tolerating it. It can deftly emulate is poisoned for 1d10 minutes, and must make a DC
emotions and uses these insincere displays to manipu- 19 Constitution saving throw, taking 147 (16d8 + 75)
late others. A werecrocodile feigns remorse, regret, and poison damage on a failed save, or half as much damage
even tears—right up until it sinks its titanic fangs into on a successful one.
the fool that believed it.
Werecrocodile Phenotypical Flaws
1d8 Flaw
1 I am never sincere, but offer tears and
platitudes nonetheless.
2 I weep tears—of joy—when I kill my prey.
3 I cannot form emotional attachments.
4 Emotions are anchors.
5 I feign most of my emotions, even anger.
6 I take great pleasure in manipulating others.
7 I never tolerate an attempt on my life and
will hunt down assailants, no matter the
distance or cost.
8 I never honor my word.
101
Werecrocodile Werecrocodile Menace
Medium humanoid (any race, shapechanger), neutral evil A werecrocodile that bucks the norm and begins to hunt
for sport is known as a menace by seasoned monster
Armor Class 11 in humanoid form, 13 (natural armor) in beast hunters. These lycanthropes exert great control over
or hybrid form their Beast Within and lose themselves only during
moments of extreme duress. Selling their services as
Hit Points 120 (16d8 + 48) bounty hunters, menaces leave behind their territory to
Speed 30 ft. (swim 40 ft. in beast or hybrid form) comb other lands for prey. Many find employment with
nobility and expeditionaries.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
Skills Athletics +6, Deception +6, Perception +5, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t silvered or flint
Senses darkvision 60 ft., passive Perception 15
Languages any one language (can’t speak in beast form)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Shapechanger. The werecrocodile 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 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
up to 1 hour.
Keen Sight and Smell. The werecrocodile has advantage on
Wisdom (Perception) checks that rely on sight or smell.
Lurker Below. The werecrocodile has advantage on
Dexterity (Stealth) checks to remain hidden while
submerged in water.
Actions
Multiattack (Humanoid or Hybrid Form Only). The werecroc-
odile makes two attacks, only one of which can be a bite.
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage
and the target is grappled (escape DC 14). Until this grapple
ends, the target is restrained and the werecrocodile 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 werecrocodile lycanthropy.
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Death Roll (Beast or Hybrid Form Only). While grappling a
creature with its bite, the werecrocodile rolls over. The
creature must succeed on a DC 14 Constitution saving
throw, taking 13 (3d6) bludgeoning damage on a failed
save, or half as much damage on a successful one. If the
werecrocodile and its target are both submerged in water
when this occurs, the damage increases to 17 (5d6) blud-
geoning damage.
Spear (Humanoid or Hybrid Form Only). Melee or Ranged
Weapon Attack: +6 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.
102
Werecrocodile Menace Werecrocodile Apex
Medium humanoid (any race, shapechanger), neutral evil As a werecrocodile grows in strength and age, its ability
to feel emotion—positive or negative—diminishes. To
Armor Class 13 in humanoid form, 15 (natural armor) in beast feel nothing at all is to surrender control to their Beast
or hybrid form Within, and so many a werecrocodile takes drastic
measures to glean pleasure or pain from the world.
Hit Points 120 (16d8 + 48) Some sire children; some massacre villages. Those that
Speed 30 ft. (swim 40 ft. in beast or hybrid form) fail to fill their empty hearts become a beast in human’s
clothing—and through these empty vessels, malign
STR DEX CON INT WIS CHA forces from worlds beyond seep into the Material Plane.
18 (+4) 16 (+3) 16 (+3) 13 (+1) 15 (+2) 11 (+0)
Apexes are so empty-hearted that the Beast Within
Skills Athletics +7, Deception +6, Perception +5, Stealth +6 offers itself to the Shadowfell. The werecrocodile begins
to channel the gloom and sorrow of that dismal realm
Damage Immunities bludgeoning, piercing, and slashing while feeling none of its malign effects. The presence
of a single apex can exhaust an entire city, leaving its
from nonmagical weapons that aren’t silvered or flint residents in a state of lethargy, morale lost, lingering as
forlorn husks unable to glean even the barest enjoyment
Senses darkvision 60 ft., passive Perception 15 from life. In essence, the werecrocodile apex is a disease,
and if allowed to fester, creatures of the Shadowfell can
Languages any one language (can’t speak in beast form) use it as a gateway through which to invade the world.
Challenge 8 (3,900 XP) Proficiency Bonus +3 A werecrocodile can reverse its morose condition
through murder or love—most choose the former,
Shapechanger. The werecrocodile can use its action to being the easier of the two. Spells of great magic can
polymorph into a Large crocodile-humanoid hybrid or alleviate its condition long enough for it to reclaim
into a Large crocodile, or back into its true form, which is control over the Beast Within and thereby reject the
humanoid. Its statistics, other than its size and AC, are the Shadowfell’s influence.
same in each form. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies. Regional Effects
Hold Breath. The werecrocodile can hold its breath for The region inhabited by a werecrocodile apex is warped
up to 1 hour. by the Shadowfell’s malign influence, which creates
one or more of the following effects, which are centered
Keen Sight and Smell. The werecrocodile has advantage on on its lair:
Wisdom (Perception) checks that rely on sight or smell.
• Humanoids within 6 miles begin to suffer a malaise,
Lunge (3/Day). When the werecrocodile makes a melee becoming distant and despondent.
attack, it can increase the reach of that attack by
up to 10 feet. • Water within 1 mile becomes brackish.
• Abandoned doorways and the holes of hollow trees
Lurker Below. The werecrocodile has advantage on
Dexterity (Stealth) checks to remain hidden while within half a mile become portals to the Shadowfell,
submerged in water. allowing sorrowsworn into the world, who must
dwell nearby.
Actions
Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
Multiattack (Humanoid or Hybrid Form Only). The werecroc- Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
odile makes two attacks, only one of which can be a bite. slashing damage.
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +7 to Heavy Crossbow (Humanoid or Hybrid Form Only). Ranged
hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8
and the target is grappled (escape DC 15). Until this grapple (1d10 + 3) piercing damage.
ends, the target is restrained and the werecrocodile can’t
bite another target. If the target is a humanoid, it must Reactions
succeed on a DC 14 Constitution saving throw or be cursed
with werecrocodile lycanthropy. Lunge (Beast or Hybrid Form Only). The werecrocodile can
make an opportunity attack using its bite against a creature
Claw (Hybrid Form Only). Melee Weapon Attack: +7 to hit, that moves within 5 feet of it.
reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail (Beast or Hybrid Form Only). Melee Weapon Attack:
+7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) blud-
geoning damage.
Death Roll (Beast or Hybrid Form Only). While grappling a
creature with its bite, the werecrocodile rolls over. The
creature must succeed on a DC 14 Constitution saving
throw, taking 13 (3d6) bludgeoning damage on a failed
save, or half as much damage on a successful one. If the
werecrocodile and its target are both submerged in water
when this occurs, the damage increases to 17 (5d6) blud-
geoning damage.
103
Werecrocodile Apex Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +11
to hit, reach 15 ft., one target. Hit: 25 (3d12 + 6) piercing
Medium humanoid (any race, shapechanger), neutral evil damage and the target is grappled (escape DC 19). Until this
grapple ends, the target is restrained and the werecroco-
Armor Class 12 in humanoid form, 15 (natural armor) in beast dile can’t bite another target. If the target is a humanoid,
or hybrid form it must succeed on a DC 17 Constitution saving throw or be
cursed with werecrocodile lycanthropy.
Hit Points 120 (16d8 + 48)
Speed 30 ft. (swim 50 ft. in beast or hybrid form) Claw (Hybrid Form Only). Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 19 (+4) 14 (+2) 14 (+2) 14 (+2) Tail (Beast or Hybrid Form Only). Melee Weapon Attack:
+11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) blud-
Saving Throws Str +11, Con +9, Wis +7 geoning damage.
Skills Athletics +11, Deception +12, Perception +7, Stealth +7 Death Roll (Beast or Hybrid Form Only). While grappling a
creature with its bite, the werecrocodile rolls over. The
Damage Immunities bludgeoning, piercing, and slashing creature must succeed on a DC 17 Constitution saving
throw, taking 13 (3d6) bludgeoning damage on a failed
from nonmagical weapons that aren’t silvered or flint save, or half as much damage on a successful one. If the
werecrocodile and its target are both submerged in water
Condition Immunities charmed, frightened when this occurs, the damage increases to 17 (5d6) blud-
geoning damage.
Senses darkvision 60 ft., passive Perception 17
Spear (Humanoid or Hybrid Form Only). Melee or Ranged
Languages any one language (can’t speak in beast form) Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 6)
Challenge 13 (10,000 XP) Proficiency Bonus +5 piercing damage if used with two hands to make a
melee attack.
Shapechanger. The werecrocodile can use a bonus action
to polymorph into a Large crocodile-humanoid hybrid or Crocodile Tears (Recharge 5-6). The werecrocodile weeps
into a Large crocodile, or back into its true form, which is insincere tears that channel the Shadowfell’s influence.
humanoid. Its statistics, other than its size and AC, are the One creature of the werecrocodile’s choice that it can
same in each form. Any equipment it is wearing or carrying see within 60 feet of it must succeed on a DC 15 Charisma
isn’t transformed. It reverts to its true form if it dies. saving throw or be stunned for 1 minute. The creature can
repeat its saving throw at the end of its turns, ending the
Aura of Gloom. Creatures that start their turn within 10 feet effect on a success.
of the werecrocodile have disadvantage on Dexterity and
Wisdom saving throws. Reactions
Hold Breath. The werecrocodile can hold its breath for Lunge (Beast or Hybrid Form Only). The werecrocodile can
up to 1 hour. make an opportunity attack using its bite against a creature
that moves within 15 feet of it.
Keen Sight and Smell. The werecrocodile has advantage on
Wisdom (Perception) checks that rely on sight or smell. Legendary Actions
Legendary Resistance (3/Day). If the werecrocodile fails a The werecrocodile can take 3 legendary actions, choosing
saving throw, it can choose to succeed instead. from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s turn.
Lurker Below. The werecrocodile has advantage on The werecrocodile regains spent legendary actions at the
Dexterity (Stealth) checks to remain hidden while start of its turn.
submerged in water.
Attack. The werecrocodile makes one attack.
Sadistic Fulfillment. The werecrocodile regains 2d10 hit
points whenever it scores a critical hit against a creature Move. The werecrocodile moves up to its speed without
or reduces one to 0 hit points. Until the end of its next provoking opportunity attacks.
turn, it makes Charisma and Wisdom saving throws
with advantage. Numb to It All (Costs 2 Actions). The werecrocodile disasso-
ciates its mind against pain. It chooses one damage type;
Touch of Despair (3/Day). When the werecrocodile hits a until the start of its next turn, the werecrocodile has resis-
creature with an attack, it can use a bonus action to infect tance to that type of damage.
them with a spiritual malaise. The creature has disadvan-
tage on the next saving throw the creature makes in the
next minute.
Actions
Multiattack. The werecrocodile makes three attacks, only one
of which can be a bite.
104
Werefox Propagation. Werefoxes find liberation in solitude
and rarely propagate. Given that so many detest
Werefoxes are capricious and cunning lycanthropes violence, the curse is rarely transmitted. True werefoxes
fond of deceit, even when committed to a just cause. To typically raise only one child to carry on their legacy.
a werefox, there is no greater pleasure than deceiving
deceivers, and lying becomes second nature. Many are Vulnerabilities. A werefox can be harmed by silvered
at home in courts of nobility, playing games of intrigue weapons, or those fashioned from a canine’s bones and
and espionage simply for the rush of it all. fangs. Juniper berries are a werefox’s anathema and can
prove fatal when ingested. A werefox that consumes
The Beast Within. A werefox is driven toward good a handful of juniper berries (whether solid or crushed
in destructive ways. The Beast Within hungers for into a juice) must make a DC 13 Constitution saving
status and envy, taking great pleasure in manipulating throw, taking 28 (4d8 + 10) poison damage on a failed
others to achieve its ends—and the ends always justify save, or half as much damage on a successful one. The
the means. It just so happens that altruism is the road werefox is also poisoned for 1 hour.
it embarks on. A werefox also goes to great lengths to
avoid outright violence, choosing words and intrigue Werefox Phenotypical Flaws
as its weapons—and when those fail, poison is the
next resort. 1d8 Flaw
The werefox’s curse heightens jealousy, envy, and 1 I take great pleasure in deceit and
vanity, causing the lycanthrope to go to great pains to manipulation.
hide its own flaws and shortcomings. With such gaping
insecurities, werefoxes are prone to fits of nonvio- 2 I am unpleasantly envious.
lent vengeance. Once humiliated or slighted, a werefox
hatches a scheme to embarrass or ruin its new rival—a 3 I am fiercely jealous.
scheme that may take months or even years to come
to fruition. 4 The ends justify the means.
Werefox 5 I never offer a straight answer.
Medium humanoid (any race, shapechanger), chaotic good 6 What am I without my beauty?
Armor Class 13 in humanoid form, 14 (natural armor) in beast 7 I will do anything to avoid discussing
or hybrid form my emotions.
Hit Points 22 (4d8 + 4) 8 I never live down past embarrassments
Speed 30 ft. (35 ft. in beast form) and mistakes.
STR DEX CON INT WIS CHA Werefox PuppeteerASwcaaedmrdepifneorgx(t3hp/eDurapeyps)ue. lWttetheoerintissthAaeCtw.hTerherieasftobxleinmkeeofinvteolsa,ositttshcuaennrt,rialotslhltaehdset6a,rt
12 (+1) 16 (+3) 12 (+1) 17 (+3) 14 (+2) 17 (+3)
BeaosfttWheiwtheirnef,orxe’svenleixntgtuinrni.ntrigue, demands further
Skills Acrobatics +5, Deception +7, Perception +4, Persuasion
eAntcetrtiaoinnms ent. Most puppeteers lose sight of their own
+5, Stealth +5
cMauuslteiastatancdks(iHmumplaynwoiidsohrtHoywbraidtcFhortmheOwnloy)r.ldThbeuwrenr.eTfohxese
Damage Immunities bludgeoning, piercing, and slashing actomraskmesitgwhot aetvtoackkes,gornealytocnheaonfgwehiinchtchaenwbeoraldbi—te.but
thBeiteen(BdesaastlworaHyysbjruisdtFifoyrmthOenmlye).aMnesl.eAe WpeuapppoentAetetarcmk:ight
from nonmagical weapons that aren’t silvered or fashioned orc+h5etsotrhaitt,eraeaccohu5p fta.,goanientsatragecto. Hrritu:p6t(1kdi6n g+ 3t)opiinesrctianlgl a
rsmduhDeoiaitnpdDWlargyesa,Cccge.mchaabe1Ionpree1tantod(gnmChHndeerofu.eoirAvngImomptfoshtmyttaalhn.itencteniubktonh:ttteiiadg+oeglr5eonitgiranthresodctHoaaaheivuysuciribtsna,os,ragereshindevttsuhaldeFmytcrnsohohawrtwaimn5oftao ofirdtOtitrd.htinlbo,eoeeleir.yayttrS)cvmoa.fuoeoMnpurmsmgspeseettlleeehdes2enaue0waorct/cie6rcdtdo0ehReiiu ecafsvwtdtnno,eaegotornrtrdenneoydseferaoori-xn
from canine bones simtparlgyetto. Hsiet:e5w(1hda4t +h 3a) pppieercnisn.g damage.
BloAwpguupnp(HeutemearniosindeovreHrywbriitdhFoourtmaOcnolny)t.iRnagnegnecdyWpelaapno,n
Senses darkvision 60 ft., passive Perception 14 minAitotancsk,: a+n5 dtoahviti,aral nogfep2o5i/s1o0n0. fWt., ohneentfairngaeltl.yHcita: u4 gphietrcbinyg
foesd,aimt aaglme polsutsa7l(w2da6y)spporisoovnedsatmo abgeea. Iftraacpre. aMtuarneyisehaitrn the
Languages any one language (can’t speak in beast form) tlohveeoptmwnooiiafcfsreotDohnwCmeei1dtghh3fooatChvrroiem1snrhsan.totimttuaurce.tkinowtniostrhaviintins1g0ptemhorionpwuletoe, srfu,birettmhuesrtsshuicecledeidng
Challenge 2 (450 XP) Proficiency Bonus +2
Shapechanger. The werefox can use its action to polymorph
into a fox-humanoid hybrid or into a Small fox, 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 Hearing and Smell. The werefox has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
105
Werefox Puppeteer Scamper (3/Day). When the werefox moves, it can roll a d6,
adding the result to its AC. This benefit lasts until the start
Medium humanoid (any race, shapechanger), chaotic good of the werefox’s next turn.
Armor Class 17 in humanoid form, 18 (natural armor) in beast Smoke Bomb (1/Day). As a bonus action, the werefox throws
or hybrid form a smoke bomb at a point up to 20 feet away, unleashing
a 30-foot-radius cloud of smoke that heavily obscures
Hit Points 55 (10d8 + 10) the area. When the bomb explodes, each creature in that
Speed 30 ft. (35 ft. in beast form) area must succeed on a DC 15 Constitution saving throw
or be poisoned until the start of its next turn. If a creature
STR DEX CON INT WIS CHA is concentrating and fails this saving throw, it loses
12 (+1) 16 (+3) 12 (+1) 18 (+4) 16 (+3) 18 (+4) concentration.
Skills Acrobatics +6, Deception +10, Perception +6, Persuasion Actions
+8, Stealth +6 Multiattack (Humanoid or Hybrid Form Only). The werefox
makes two attacks, only one of which can be a bite.
Damage Immunities bludgeoning, piercing, and slashing
Bite (Beast or Hybrid Form Only). Melee Weapon Attack:
from nonmagical weapons that aren’t silvered or fashioned +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
damage. If the target is a humanoid, it must succeed on a
from canine bones DC 11 Constitution saving throw or be cursed with werefox
lycanthropy.
Senses darkvision 60 ft., passive Perception 16
Dagger (Humanoid or Hybrid Form Only). Melee or Ranged
Languages any one language (can’t speak in beast form) Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft, one
target. Hit: 5 (1d4 + 3) piercing damage.
Challenge 5 (1,100 XP) Proficiency Bonus +3
Blowgun (Humanoid or Hybrid Form Only). Ranged
Shapechanger. The werefox can use its action to polymorph Weapon Attack: +6 to hit, range 25/100 ft., one target.
into a fox-humanoid hybrid or into a Small fox, or back into Hit: 4 piercing damage plus 7 (2d6) poison damage. If a
its true form, which is humanoid. Its statistics, other than creature is hit twice with this attack within 10 minutes, it
its size and AC, are the same in each form. Any equipment it must succeed on a DC 13 Constitution saving throw or be
is wearing or carrying isn’t transformed. It reverts to its true poisoned for 1 hour.
form if it dies.
Exit Strategy (3/Day). The werefox can take the Disengage
action as a bonus action. When it does, its speed increases
by 30 feet until the end of its current turn.
Keen Hearing and Smell. The werefox has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Keen Mind. While it is wearing light or no armor, the werefox
adds its Intelligence modifier to its AC.
106
Werefox Apex Psychic Backlash. If the werefox takes psychic damage from
a creature, that creature also takes damage equal to half
The curse of the werefox thrives upon deceit—but a that amount.
werefox that becomes so wrapped up in its own web
of lies risks losing its ability to distinguish truth from Scamper (3/Day). When the werefox moves, it can roll a d6,
fiction and reality from fantasy. The curse spawns a adding the result to its AC. This benefit lasts until the start
malignant and ever-growing madness that first infects of the werefox’s next turn.
the Beast Within before robbing the werefox of its
sanity. The newly formed apex can’t help but tap into Actions
its budding madness and share its delusions with the
world through illusion magic. Multiattack (Humanoid or Hybrid Form Only). The werefox
makes two attacks, only one of which can be a bite.
No werefox sets out to become an apex; it is a fate
they bring upon themselves through celebrating Bite (Beast or Hybrid Form Only). Melee Weapon Attack:
deceit. Most werefoxes understand this—sensing this +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing
impending doom on an instinctual level—but can’t help damage. If the target is a humanoid, it must succeed on a
but continue weaving their webs of lies. DC 14 Constitution saving throw or be cursed with werefox
lycanthropy.
Werefox Apex
Claws (Hybrid Form Only). Melee Weapon Attack: +8 to hit,
Medium humanoid (any race, shapechanger), chaotic good reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus
3 (1d6) psychic damage.
Armor Class 15 in humanoid form, 17 (natural armor) in beast
or hybrid form Dagger (Humanoid or Hybrid Form Only). Melee or Ranged
Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft, one
Hit Points 90 (12d8 + 36) target. Hit: 7 (1d4 + 5) piercing damage.
Speed 30 ft. (35 ft. in beast form)
Maddening Scream (Recharge 5-6). The werefox vents
STR DEX CON INT WIS CHA its terror and confusion. Each creature within 30 feet of
16 (+3) 20 (+5) 17 (+3) 17 (+3) 14 (+2) 22 (+6) the werefox that can hear it must succeed on a DC 17
Intelligence saving throw, taking 10 (3d6) psychic damage
Saving Throws Dex +8, Int +6, Wis +5 on a failed save, or half as much damage on a successful
one. A creature that fails its saving throw by 5 or more also
Skills Acrobatics +8, Deception +12, Perception +8, Persuasion takes an extra 3 (1d6) psychic damage and begins to hallu-
cinate, as with the phantasmal force spell, until the end
+9, Stealth +8 of the werefox’s next turn. A hallucinating creature can’t
make sense of reality and believes itself accosted by phan-
Damage Immunities bludgeoning, piercing, and slashing tasmal monsters.
from nonmagical weapons that aren’t silvered or fashioned Legendary Actions
from canine bones The werefox can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
Condition Immunities charmed, frightened at a time and only at the end of another creature’s turn.
The werefox regains spent legendary actions at the start
Senses darkvision 60 ft., passive Perception 18 of its turn.
Languages any one language (can’t speak in beast form) Attack. The werefox makes one attack.
Challenge 8 (3,900 XP) Proficiency Bonus +3 Move. The werefox moves up to its speed without provoking
opportunity attacks.
Shapechanger. The werefox can use a bonus action to poly-
morph into a fox-humanoid hybrid or into a Small fox, or Cast a Spell (Costs 2 Actions). The werefox casts a spell from
back into its true form, which is humanoid. Its statistics, its Innate Spellcasting trait.
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 Hearing and Smell. The werefox has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Innate Spellcasting. The werefox’s spellcasting ability
is Charisma (spell save DC 17). It can innately cast the
following spells, requiring only verbal components:
At will: blur, minor illusion, silent image
3/day each: fear, hallucinatory terrain, major image,
phantasmal force
1/day each: mirror image, phantasmal killer
107
Werehyena blood), gussy it up in their finest jewelry (scavenged or
fashioned from their victims), and parade it toward a
Werehyenas are craven, sadistic predators that hunt shrine to Yeenoghu, the demon prince, where its throat
in packs called cackles, and are rarely found alone. is slit. Many a werehyena ignorant to these customs
Werehyenas plague savannas and deserts, preferring to lives a short but lavish life until it is marched off to a
strike communities when they are reeling from some gilded abattoir.
other tragedy or disaster. Unlike most other lycan-
thropes, werehyenas can subsist off of scavenged meat; The Beast Within. A werehyena’s every waking hour
while the werehyena’s Beast Within savors living, is torment. Its Beast Within hungers to inflict pain on
screaming flesh, its hunger can be sated with carrion. others; when its dark desires go unfulfilled, the entity
Graveyards and battlefields are particularly attractive takes out its frustration on the host’s mind and body.
to a cackle; some even sit on the sidelines of a conflict to Laughter is the only way to numb the pain and distract
harry a retreating force’s disorganized flanks. the Beast Within, and so werehyenas cackle day and
night. Only when they feed or harm creatures does that
Although werehyenas band together, they are no demanding entity give them peace.
more loyal to each other than to outsiders. There is no
camaraderie amongst a cackle, only a grim recognition: The werehyena’s curse heightens dishonesty, cele-
it’s them against the world. Cackles are prone to politics brates deceit, and inspires cowardice in its host.
and infighting; to minimize violence, the werehyenas Werehyenas never fight fair, nor are they bold. Instead,
keep to an odd number so that there can always be a they are petty opportunists that prey upon the
clear majority in any controversy. dead and dying.
Werehyenas are revered by gnolls, who consider Flaws. A werehyena usually has 1d4 + 3 flaws on the
them the ultimate sacrifices. Captives are treated like Werehyena Phenotypical Flaws table.
imprisoned royalty: the gnolls bathe the werehyena (in
Propagation. A werehyena is nothing without its
cackle, and so the lycanthropes often spread their curse.
Werehyenas are extraordinarily fertile, sometimes
even reversing sterility in ordinary folk. True werehy-
enas experience shorter pregnancies than folk of their
original humanoid ancestry.
Vulnerabilities. Werehyenas can be harmed by
silvered weapons, as well as weapons forged from
copper. Date palms are a werehyena’s anathema. A
werehyena that consumes a date is poisoned for 1
minute, and must make a DC 13 Constitution saving
throw, taking 41 (7d8 + 10) poison damage on a failed
save, or half as much damage on a successful one.
Werehyena Phenotypical Flaws
1d8 Flaw
1 I only pick on the weak and wounded.
2 I always choose the easiest course of action.
3 I am nothing without my pack.
4 I torment my victims as slowly as I can.
5 I laugh when I’m nervous.
6 I never take responsibility for my actions.
7 I never fight fair.
8 Fooling others is the only way I feel clever.
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Werehyena Chillcackle A chillcackle cannot speak; any attempts at commu-
nication are consumed by bouts of hideous laughter
The laughter of a hyena is unsettling for many. that, over time, scrubs away any rationality the lycan-
Some werehyenas mutate into strange ulcer-addled, thrope may have once had. Inevitably, it becomes an
tumorous creatures whose cries invoke primal dread. unreasoning creature that is often the source of an
Viewed more as abominations than as an evolution of outbreak of cackle fever—an infamous magical disease
the werehyena, these chillcackles are shunned even by that plunges its victims into fits of uncontrollable
their own kind, no matter the strength their presence laughter. Whether these creatures are the progenitors
would add to the cackle. of that foul disease, or its most tragic victims, has been
hotly debated by scholars for years.
Werehyena
CACKLE FEVER
Medium humanoid (any race, shapechanger), chaotic evil
This disease targets humanoids, although gnomes are
Armor Class 11 in humanoid form, 12 (natural armor) in beast strangely immune. While in the grips of this disease,
or hybrid form victims frequently succumb to fits of laughter, giving
the disease its common name and its morbid nick-
Hit Points 38 (7d8 + 7) name: the shrieks.
Speed 30 ft. (40 ft. in beast form)
Symptoms manifest 1d4 hours after infection
STR DEX CON INT WIS CHA and include fever and disorientation. The infected
14 (+2) 13 (+1) 12 (+1) 10 (+0) 11 (+0) 11 (+0) humanoid gains one level of exhaustion that can’t be
removed until the disease is cured.
Skills Perception +4
Any event that causes the infected creature great
Damage Immunities bludgeoning, piercing, and slashing stress—such as entering combat, taking damage,
experiencing fear, or having a nightmare—forces the
from nonmagical weapons that aren’t silvered or copper creature to make a DC 13 Constitution saving throw.
Senses darkvision 60 ft., passive Perception 14 On a failed save, the creature takes 5 (1d10) psychic
damage and becomes incapacitated with laughter for
Languages any one language (can’t speak in beast form) 1 minute. The creature can repeat the saving throw at
the end of each of its turns, ending the laughter and
Challenge 3 (700 XP) Proficiency Bonus +2 the incapacitated condition on a success, though it
remains infected. Any humanoid that starts its turn
Shapechanger. The werehyena can use its action to poly- within 10 feet of an infected creature in the throes of
morph into a hyena-humanoid hybrid or into a hyena, or laughter must succeed on a DC 10 Constitution saving
back into its true form, which is humanoid. Its statistics, throw or also become infected with the disease.
other than its AC, are the same in each form. Any equipment Once a creature succeeds on this save, it is immune
it is wearing or carrying isn’t transformed. It reverts to its to the laughter of that particular infected creature
true form if it dies. for 24 hours.
Keen Hearing and Smell. The werehyena has advantage on At the end of each long rest, an infected creature
Wisdom (Perception) checks that rely on hearing or smell. can make a DC 13 Constitution saving throw. On a
successful save, the DC for this save and for the save
Rampage (Beast or Hybrid Form Only). When the werehyena to avoid an attack of laughter is reduced by 1d6. When
reduces a creature to 0 hit points with a melee attack on its the saving throw DC is reduced to 0, the creature
turn, the werehyena can take a bonus action to move up to recovers from the disease. A creature that fails three
half its speed and make a bite attack. of these saving throws gains a randomly determined
form of indefinite madness.
Actions
Multiattack (Humanoid or Hybrid Form Only). The were-
hyena makes two attacks, only one of which can be a bite.
Bite (Beast 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 11
Constitution saving throw or be cursed with werehyena
lycanthropy.
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.
109
Werehyena Chillcackle
Medium humanoid (any race, shapechanger), chaotic evil
Armor Class 12 in humanoid form, 13 (natural armor) in beast
or hybrid form
Hit Points 65 (10d8 + 20)
Speed 30 ft. (40 ft. in beast form)
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 15 (+2)
Skills Intimidation +5, Perception +7
Damage Immunities bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t silvered or copper
Senses darkvision 60 ft., passive Perception 17
Languages understands one language but can’t speak
Challenge 5 (1,800 XP) Proficiency Bonus +3
Shapechanger. The werehyena can use its action to poly-
morph into a hyena-humanoid hybrid or into 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 isn’t transformed. It reverts to its
true form if it dies.
Infectious Laughter. A humanoid that starts its turn within 10
feet of the werehyena and can hear it must succeed on a DC
13 Intelligence saving throw or be charmed. While charmed,
the creature is incapacitated and laughs uncontrollably. A
creature can repeat its saving throw at the end of its turns,
ending this effect on a success.
Keen Hearing and Smell. The werehyena has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Rampage (Beast or Hybrid Form Only). When the werehyena
reduces a creature to 0 hit points with a melee attack on its
turn, the werehyena can take a bonus action to move up to
half its speed and make a bite attack.
Actions
Multiattack (Humanoid or Hybrid Form Only). The were-
hyena makes two attacks, only one of which can be a bite.
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +6 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 werehyena
lycanthropy.
Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one creature.
Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
damage if used with two hands to make a melee attack.
Cackle (Recharge 5-6). The werehyena cackles in the face of
a creature within 5 feet of it. If the creature can hear the
werehyena, it must succeed on a DC 13 Intelligence saving
throw, taking 10 (3d6) psychic damage on a failed save and
half as much damage on a successful one. If the creature is
a humanoid and fails its saving throw by 5 or more, it also
contracts cackle fever. Once a creature succeeds on this
saving throw once, it can’t contract cackle fever from any
source for the next 24 hours.
110
Werehyena Apex Keen Hearing and Smell. The werehyena has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
A werehyena that gorges itself upon the dead risks
developing an aggressive and magical cancer that eats Legendary Resistance (1/Day). If the werehyena fails a saving
at its insides. An apex’s very bite carries that same throw, it can choose to succeed instead.
necrotic energy—and by biting others, an apex can ease
its own suffering and slow the cancer. Wounds left by Rampage (Beast or Hybrid Form Only). When the werehyena
the apex’s bite suffer advanced necrosis and leave the reduces a creature to 0 hit points with a melee attack on its
victim sapped of its vitality. turn, the werehyena can take a bonus action to move up to
half its speed and make a bite attack.
An apex’s sadism puts even other werehyenas to
shame. The beast attacks indiscriminately, concerned Stench. Any creature other than a werehyena that starts its
only with easing its own torment. A surge of new were- turn within 5 feet of the werehyena must succeed on a
hyenas betrays an apex’s presence and invites lycan- DC 15 Constitution saving throw or be poisoned until the
thrope hunters from abroad. When such scrutiny start of the creature’s next turn. On a successful saving
cannot be afforded, an apex will turn on its brethren. throw, the creature is immune to the stench of all werehy-
They, at least, cannot contract the curse of lycanthropy enas for 1 hour.
twice. An apex, however, must be wary of tormenting
its kin… for even it must sleep some time. Actions
Werehyena Apex Multiattack. The werehyena makes two attacks, only one of
which can be a bite.
Medium humanoid (any race, shapechanger), chaotic evil
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +8 to
Armor Class 11 in humanoid form, 12 (natural armor) in beast hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
or hybrid form If the target is a humanoid, it must succeed on a DC 15
Constitution saving throw or be cursed with werehyena
Hit Points 135 (18d8 + 54) lycanthropy.
Speed 30 ft. (40 ft. in beast or hybrid form)
Claws (Hybrid Form Only). Melee Weapon Attack: +8 to hit,
STR DEX CON INT WIS CHA reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
18 (+4) 17 (+3) 17 (+3) 13 (+1) 14 (+2) 15 (+2)
Spear (Humanoid Form Only). Melee or Ranged Weapon
Saving Throws Dex +7, Wis +4 Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one creature.
Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing
Skills Perception +10 damage if used with two hands to make a melee attack.
Damage Immunities bludgeoning, piercing, and slashing Rotbite (Hybrid Form Only; Recharge 5-6). The werehyena
makes one bite attack against a creature. On a hit, the
from nonmagical weapons that aren’t silvered or copper creature must make a DC 15 Constitution saving throw,
taking 10 (3d6) necrotic damage on a failed save, or half
Senses darkvision 60 ft., passive Perception 20 as much damage on a successful one. The creature’s hit
point maximum is reduced by an amount equal to the
Languages any one language (can’t speak in beast form) total necrotic damage it takes. The reduction lasts until
the target finishes a long rest. The target dies if this effect
Challenge 11 (7,200 XP) Proficiency Bonus +4 reduces its hit point maximum to 0.
Shapechanger. The werehyena can use a bonus action to Legendary Actions
polymorph into a Large hyena-humanoid hybrid or into a
Large hyena, or back into its true form, which is humanoid. The werehyena can take 3 legendary actions, choosing from
Its statistics, other than its size and AC, are the same in the options below. Only one legendary action can be used at a
each form. Any equipment it is wearing or carrying isn’t time and only at the end of another creature’s turn. The were-
transformed. It reverts to its true form if it dies. hyena regains spent legendary actions at the start of its turn.
Attack. The werehyena makes one attack.
Move. The werehyena moves up to its speed without
provoking opportunity attacks.
Frenzy (Costs 2 Actions). Working itself into a frenzy, the
werehyena can use its Rampage feature on its next turn
even if it does not reduce a creature to 0 hit points.
111
Wer er at Propagation. Wererats are extraordinarily careful
with whom they infect with lycanthropy. In battle, they
The wererat is a deceitful, avaricious lycanthrope that, only bite victims they intend to kill. A mischief operates
in the absence of its own strength, covets power and much like a thieves’ guild, working in tandem to pull
wealth. Like real rats, they prove resistant to most off heists and gather wealth. They only spread the curse
disease and feed primarily off carrion. Unlike other to individuals they wish to induct into the mischief.
lycanthropes, a wererat hungers for dead flesh rather Accidental wererats are hunted down and slain before
than a fresh kill. A group of wererats is called a mischief, they can cause an outbreak and bring attention to the
and it is wise to assume that every major city is infested entire mischief.
with one, if not more, mischiefs.
True wererats often give birth to twins, triplets, and
The Beast Within. Fear is at the heart of a wererat’s even quadruplets… and must ensure that the children
motives. A wererat’s Beast Within lives in constant do not destroy each other before adulthood. Thus,
terror—terror that its curse will be discovered, that its wererat parents can find themselves as heads of a
status will be lost, that someone out there aims to kill burgeoning mischief.
it. It is entirely paranoid and there is no foe that looms
larger in its mind than the dreaded wereserpent—the Vulnerabilities. Symbolic of rats’ resilience, wererats
wererat’s sole predator. demonstrate a frustrating variety of vulnerabilities.
All are harmed by silver weapons, but their anathema
A wererat covets status and hoards wealth. It finds differs. What kills one wererat may fail to harm another,
comfort in cramped, damp warrens and avoids open unless the two belong to the same lycanthropic lineage.
spaces where its enemies—imagined or otherwise— Worse, a wererat itself may outgrow an anathema later
can attack it. Wererats do not allow guests lest they in its life. If one consumes its anathema and lives, it
prove to be thieves or lycanthrope hunters. becomes inoculated against that particular herb.
Possible anathemas include: the berries of common
ivy (hedera helix), foxglove flowers (digitalis purpurea), a
draught laced with crushed oleander (nerium oleander),
or a powder of ground-up citrus peels. A wererat that
ingests an anathema they are vulnerable to is poisoned
for 1 minute, and must make a DC 14 Constitution
saving throw, taking 47 (6d8 + 20) poison damage on a
failed save, or half as much damage on a successful one.
Wererat Phenotypical Flaws
1d8 Flaw
1 I covet shiny trinkets. The best trinkets are
stolen from others.
2 I am agoraphobic.
3 I am not satisfied unless I’m in charge.
4 I belittle others to feel better about myself.
5 I trust lies more than I trust “the truth.”
6 I am terribly insecure and lash out to distract
from my own shortcomings.
7 I won’t touch food I have not prepared myself.
8 I live in constant terror that my enemies
will find me.
112
Wererat Brute
The curse of the wererat ordinarily slims its victims
down to the bones. Some, however, experience a
sudden and massive growth in size and muscle—at
the cost of their intellect. These brutes find comfort in
authority and obey other wererats, who employ them
as enforcers.
Wererat Brute
Medium humanoid (any race, shapechanger), lawful evil
Armor Class 12
Hit Points 65 (10d8 + 20)
Speed 30 ft. (climb 20 ft. in beast and hybrid form)
Wererat STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 6(-2) 10 (+0) 8 (-1)
Medium humanoid (any race, shapechanger), lawful evil
Armor Class 12 Skills Athletics +5, Perception +2
Hit Points 33 (6d8 + 6)
Speed 30 ft. (climb 20 ft. in beast and hybrid form) Damage Immunities bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t silvered
Senses darkvision 60 ft., passive Perception 12
STR DEX CON INT WIS CHA Languages any one language (can’t speak in beast form)
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
Challenge 4 (1,100 XP) Proficiency Bonus +2
Skills Perception +2, Stealth +4 Shapechanger. The wererat can use its action to polymorph
into a Large rat-humanoid hybrid or into a Medium giant
Damage Immunities bludgeoning, piercing, and slashing rat, or back into its true form, which is humanoid. Its statis-
tics, other than its size, are the same in each form. Any
from nonmagical weapons that aren’t silvered equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.
Senses darkvision 60 ft., passive Perception 12
Brute. A melee attack deals one extra die of its damage when
Languages any one language (can’t speak in beast form) the wererat hits with it (included in the attack).
Challenge 2 (450 XP) Proficiency Bonus +2 Keen Smell. The wererat has advantage on Wisdom
(Perception) checks that rely on smell.
Shapechanger. The wererat can use its action to polymorph
into a rat-humanoid hybrid or into a Small giant rat, or back Obstinate. The wererat has advantage on saving throws
into its true form, which is humanoid. Its statistics, other against being frightened.
than its size, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true Actions
form if it dies.
Multiattack (Humanoid or Hybrid Form Only). The wererat
Keen Smell. The wererat has advantage on Wisdom makes two attacks, only one of which can be a bite.
(Perception) checks that rely on smell.
Bite (Beast or Hybrid Form Only). Melee Weapon Attack:
Actions +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +3) piercing
damage. If the target is a humanoid, it must succeed on a
Multiattack (Humanoid or Hybrid Form Only). The wererat DC 12 Constitution saving throw or be cursed with wererat
makes two attacks, only one of which can be a bite. lycanthropy.
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit,
+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.
damage. If the target is a humanoid, it must succeed on a
DC 11 Constitution saving throw or be cursed with wererat Light Hammer (Humanoid or Hybrid Form Only). Melee
lycanthropy. or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
20/60 ft., one target. Hit: 7 (2d4 + 3) bludgeoning damage.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Unarmed Strike (Humanoid Form Only). Melee Weapon
piercing damage. Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) blud-
geoning 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.
113
Wererat Mastermind Wererat Apex
It is not easy to herd a mischief of wererats, as they A wererat apex is born out of unchecked cannibalism—
fear strength rather than respect it. Leadership takes and therefore desperation. When a mischief becomes
cunning and guile, and particularly crafty wererats entombed in their own lair, only the strongest and most
practice the arts of deception and deal-making to whip depraved survive. Inevitably, it comes down to two
an otherwise internecine group into shape. These wererats, both bloated from feeding upon the corpses
masterminds prefer to stay in the shadows, pulling of their kin and kith. Whoever survives this last battle
strings and sending their minions off to battle. emerges as a wererat apex. It enjoys the combined
strength, voracity, and depravity of all wererats it has
Wererat Mastermind consumed—and of those its victims consumed. The
apex can even draw upon their past experiences for
Medium humanoid (any race, shapechanger), lawful evil guidance. It is, essentially, a sum of its victims. Most
apexes are haunted by the wails and pained by the
Armor Class 16 agony of its most recent meals—and can unleash
Hit Points 52 (8d8 + 16) such psychic torment in a pitiful cry that cuts into the
Speed 30 ft. (climb 20 ft. in beast and hybrid form) hearts of others.
STR DEX CON INT WIS CHA A wererat apex must continue eating its own kind to
10 (+0) 16 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3) survive. If it goes more than a few weeks without eating
another wererat, it succumbs to an aggressive cancer.
Skills Deception +6, Perception +5, Persuasion +6, Stealth +6 Only by consuming another wererat can its rampage
be halted and its harm undone. An apex dies if it goes a
Damage Immunities bludgeoning, piercing, and slashing season without cannibalizing another of its kind.
from nonmagical weapons that aren’t silvered attack roll against a target within 5 feet of the wererat, or
subjects the target to a saving throw, the wererat can grant
Senses darkvision 60 ft., passive Perception 15 advantage to the ally or disadvantage to the target.
Languages Thieves’ Cant plus any one language (can’t speak Actions
in beast form) Multiattack (Humanoid or Hybrid Form Only). The wererat
makes two attacks, only one of which can be a bite.
Challenge 5 (1,800 XP) Proficiency Bonus +3
Bite (Beast or Hybrid Form Only). Melee Weapon Attack:
Shapechanger. The wererat can use its action to polymorph +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
into a rat-humanoid hybrid or into a Small giant rat, or back damage. If the target is a humanoid, it must succeed on a
into its true form, which is humanoid. Its statistics, other DC 13 Constitution saving throw or be cursed with wererat
than its size, are the same in each form. Any equipment it is lycanthropy.
wearing or carrying isn’t transformed. It reverts to its true
form if it dies. Shortsword (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
Keen Mind. While it is wearing light or no armor, the wererat piercing damage.
adds its Intelligence modifier to its AC.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
Keen Smell. The wererat has advantage on Wisdom Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 6
(Perception) checks that rely on smell. (1d6 + 3) piercing damage.
Opportunist (1/Turn). When the wererat’s ally makes an Get ‘Em! (Recharge 5-6). The wererat commands up to three
other wererats to attack a target of its choice within 30 feet
of it, provided they can see or hear the wererat. Each of the
selected wererats can use its reaction to make a melee or
ranged attack against that target.
Reactions
Uncanny Dodge. The wererat halves the damage that it takes
from an attack that hits it. The wererat must be able to see
the attacker.
114
Wererat Apex
Medium humanoid (any race, shapechanger), lawful evil
Armor Class 14 in humanoid form, 15 (natural armor) in beast
or hybrid form
Hit Points 135 (18d8 + 54)
Speed 30 ft. (climb 30 ft. in beast or hybrid form)
STR DEX CON INT WIS CHA
16 (+3) 20 (+4) 16 (+3) 17 (+3) 14 (+2) 15 (+2)
Saving Throws Dex +8, Int +7, Wis +6
Skills Deception +6, Perception +6, Stealth +8
Damage Immunities bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t silvered
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 16
Languages any one language (can’t speak in beast form)
Challenge 9 (5,000 XP) Proficiency Bonus +4
Shapechanger. The wererat can use a bonus action to poly- Shortsword (Humanoid or Hybrid Form Only). Melee Weapon
morph into a rat-humanoid hybrid or into a Small giant rat, Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
or back into its true form, which is humanoid. Its statistics, piercing damage.
other than its size and AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It Hand Crossbow (Humanoid or Hybrid Form Only). Ranged
reverts to its true form if it dies. Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 7
(1d6 + 4) piercing damage.
Evasion. If the wererat is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, Psychic Wail (Recharge 5-6). The wererat is haunted by its
the wererat instead takes no damage if it succeeds on the cannibalized victims. As a bonus action, it can unleash a
saving throw, and only half damage if it fails. mimicry of their torment. Each creature within 30 feet of the
wererat that can hear it must succeed on a DC 14 Wisdom
Keen Smell. The wererat has advantage on Wisdom saving throw, taking 14 (4d6) psychic damage on a failed
(Perception) checks that rely on smell. save, or half as much damage on a successful one. Until the
start of the wererat’s next turn, a creature that failed its
Misbegotten Guidance (3/Day). When the wererat makes an saving throw makes its next ability check, saving throw, or
ability check or saving throw that it is not already proficient attack roll with disadvantage.
in, it can draw upon the experience of one of its cannibal-
ized victims, adding twice its proficiency bonus to the roll. Legendary Actions
Scurry. On each of its turns, the wererat can use a bonus The wererat can take 3 legendary actions, choosing from
action to take the Dash or Hide action. the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn.
Survivor. When the wererat begins its turn with half its hit The wererat regains spent legendary actions at the start
points or fewer, it can use a bonus action to regain 13 of its turn.
(2d10 + 3) hit points.
Attack. The wererat makes one attack.
Actions
Cannibalize (Costs 2 Actions). The wererat feeds from the
Multiattack. The wererat makes three attacks. corpse of a humanoid or beast within 5 feet of it. The next
time the wererat hits a creature with a melee attack, it
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: deals an extra 11 (2d10) damage.
+8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage. If the target is a humanoid, it must succeed on a Move. The wererat moves up to its speed without provoking
DC 15 Constitution saving throw or be cursed with wererat opportunity attacks.
lycanthropy.
Claws (Beast or Hybrid Form Only). Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
slashing damage.
115
Wer er aven The Beast Within is not wholly good; it does not
forget, nor does it forgive. Its grudges drive a wereraven
Wereravens are extremely cautious lycanthropes that to revenge themself on others through calculated and
go to great lengths to hide their identities. They prefer equal measures. To a wereraven, there is nothing but
the comforts of civilization and even enjoy blending in an eye for an eye and, the longer the plot, the sweeter
with others. Wereravens are gregarious with their kind the vengeance.
but wary of all outsiders. They flock together in groups
of seven to twelve. These groups, known as kind- Flaws. A wereraven has 1d6 + 2 flaws from the
nesses, are led by the wisest or most charismatic were- Wereraven Phenotypical Flaws table.
ravens among them. Kindnesses go to great lengths to
handle disputes as quietly as possible; to reveal their Propagation. Wereravens rarely spread their curse
existence to the outside world is to invite the devious to others, fearing that it may be abused by the unscru-
and the desperate. pulous. True wereravens even go so far to limit the
children they bear to one or two, so as to control the
The Beast Within. A wereraven’s curse drives it to do dissemination of their curse. Because wereravens
good—or at least, minimal harm. The curse, however, value their secrecy above all else, they are loath to exile
heightens curiosity, paranoia, and greed. Wereravens their disavowed without removing their teeth (which
find secrets irresistible, see enemies in every shadow, removes their beak while in their beast or hybrid form,
and collect treasure and trinkets. Unlike wererats, thereby removing their means to spread lycanthropy).
however, wereravens delight in modestly sharing that
wealth with others. Vulnerabilities. Wereravens are vulnerable to
silvered weapons. Their anathema is nothoscordum
bivalve (also known as crowpoison or false garlic).
A wereraven that consumes a sprig of crowpoison
is poisoned for 1d6 hours, and must make a DC 13
Constitution saving throw, taking 41 (7d8 + 10) poison
damage on a failed save, or half as much damage on a
successful one.
Wereraven Phenotypical Flaws
1d8 Flaw
1 I have an obsession for shiny trinkets.
2 I am petty and tempestuous.
3 I am all too eager for gossip and spying
upon others.
4 I am unusually territorial when it comes to my
home, tent, or nest.
5 I remember every insult and slight, and
patiently await the day that I may repay my
detractors in kind.
6 I do not believe in favors, only transactions.
7 I can’t leave a question unanswered.
8 I hear insults and threats in every sentence
and enemies in every shadow.
116
Wereraven Spy mimicry so as to replicate entire sentences, which they
might use to gain access into a stronghold or repeat to
Wereravens are naturally curious and naturally their employer.
paranoid, making them fitting spies. Many a wereraven
sells out its services—seldom revealing its lycanthropy, There are few strongholds a wereraven spy cannot
or hiding it as druidism—to nobles and guildmasters. penetrate. When masquerading as a servant fails, it
Through arduous practice, wereraven spies hone their takes flight and perches upon battlements… for who
suspects a simple raven of espionage?
Wereraven Wereraven Spy
Medium humanoid (any race, shapechanger), lawful good Medium humanoid (any race, shapechanger), lawful good
Armor Class 12 Armor Class 13
Hit Points 31 (7d8) Hit Points 49(9d8 + 9)
Speed 30 ft. (fly 50 ft. in beast and hybrid form) Speed 30 ft. (fly 50 ft. in beast and hybrid form)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 11 (+0) 13 (+1) 15 (+2) 12 (+1) 10 (+0) 16 (+3) 13 (+1) 15 (+2) 16 (+3) 12 (+1)
Skills Insight +5, Investigation +4, Perception +7, Stealth +5
Skills Insight +4, Perception +6 Damage Immunities bludgeoning, piercing, and slashing
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
from nonmagical weapons that aren’t silvered Senses darkvision 60 ft., passive Perception 17
Senses darkvision 60 ft., passive Perception 16 Languages Thieves’ Cant plus any two languages (can’t speak
Languages any one language (can’t speak in beast form) in beast form)
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 4 (1,100 XP) Proficiency Bonus +2
Shapechanger. The wereraven can use its action to poly- Shapechanger. The wereraven can use its action to poly-
morph into a raven-humanoid hybrid or into a Tiny raven, morph into a raven-humanoid hybrid or into a Tiny raven,
or back into its true form, which is humanoid. Its statistics, or back into its true form, which is humanoid. Its statistics,
other than its size, are the same in each form. Any equip- other than its size, are the same in each form. Any equip-
ment it is wearing or carrying isn’t transformed. It reverts to ment it is wearing or carrying isn’t transformed. It reverts to
its true form if it dies. its true form if it dies.
Mimicry. The wereraven can mimic simple sounds it has Mimicry. The wereraven can mimic sounds it has heard up
heard, such as a person whispering, a baby crying, or an to 1 minute in length, such as a phrase or conversation. A
animal chittering. A creature that hears the sounds can creature that hears the sounds can tell they are imitations
tell they are imitations with a successful DC 10 Wisdom with a successful DC 10 Wisdom (Insight) check.
(Insight) check.
Paranoid. The wereraven has advantage on initiative checks.
Actions
Actions
Multiattack (Humanoid or Hybrid Form Only). The wereraven
makes two weapon attacks, only one of which can be with Multiattack (Humanoid or Hybrid Form Only). The were-
its hand crossbow. raven makes two attacks, only one of which can be with its
hand crossbow.
Beak (Beast or Hybrid Form Only). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 1 piercing damage in beast Beak (Beast or Hybrid Form Only). Melee Weapon Attack: +5
form, or 4 (1d4 + 2) piercing damage in hybrid form. If the to hit, reach 5 ft., one target. Hit: 1 piercing damage in beast
target is humanoid, it must succeed on a DC 10 Constitution form, or 5 (1d4 + 3) piercing damage in hybrid form. If the
saving throw or be cursed with wereraven lycanthropy. target is humanoid, it must succeed on a DC 11 Constitution
saving throw or be cursed with wereraven lycanthropy.
Talons (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Talons (Hybrid Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Shortsword (Human or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) Shortsword (Human or Hybrid Form Only). Melee Weapon
piercing damage. Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
Hand Crossbow (Human or Hybrid Form Only). Ranged
Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 Hand Crossbow (Human or Hybrid Form Only). Ranged
(1d6 + 2) piercing damage. Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6
(1d6 + 3) piercing damage.
117
Wereraven Seer
The wereraven’s curse heightens paranoia. For some
individuals, this unlocks prescience. These wereravens
become seers and are haunted by visions of the past,
present, and future. Alas, it is the curse of the wereraven
seer that any answers it gives are twisted into cryptic
riddles—as if the Beast Within wishes only to confound
others. Those who seek comfort in knowledge instead
leave confused and disappointed until certain
portents reveal themselves.
Wereraven Seer Innate Spellcasting. The wereraven’s spellcasting ability is
Intelligence (spell save DC 15). The wereraven can innately
Medium humanoid (any race, shapechanger), lawful good cast the following spells, requiring only verbal components:
Armor Class 12 1/day each: arcane eye, divination, identify, locate object
Hit Points 31 (7d8) Mimicry. The wereraven can mimic simple sounds it has
Speed 30 ft. (fly 50 ft. in beast and hybrid form)
heard, such as a person whispering, a baby crying, or an
STR DEX CON INT WIS CHA animal chittering. A creature that hears the sounds can
10 (+0) 15 (+2) 11 (+0) 18 (+4) 17 (+3) 15 (+2) tell they are imitations with a successful DC 10 Wisdom
(Insight) check.
Skills Insight +6, Perception +9
Prescient. The wereraven adds its Intelligence modifier to its
Damage Immunities bludgeoning, piercing, and slashing initiative checks.
from nonmagical weapons that aren’t silvered Actions
Senses darkvision 60 ft., passive Perception 19 Beak (Beast or Hybrid Form Only). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 1 piercing damage in beast
Languages any one language (can’t speak in beast form) form, or 4 (1d4 + 2) piercing damage in hybrid form. If the
target is humanoid, it must succeed on a DC 10 Constitution
Challenge 5 (1,800 XP) Proficiency Bonus +3 saving throw or be cursed with wereraven lycanthropy.
Shapechanger. The wereraven can use its action to poly- Talons (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
morph into a raven-humanoid hybrid or into a Tiny raven, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
or back into its true form, which is humanoid. Its statistics,
other than its size, are the same in each form. Any equip- Dagger (Human or Hybrid Form Only). Melee Weapon Attack:
ment it is wearing or carrying isn’t transformed. It reverts +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
to its true form if it dies. (1d4 + 2) piercing damage.
Foresight (3/Day). When the wereraven makes an attack roll,
ability check, or saving throw, it can reroll the die. It can use
either result.
118
Wereraven Apex The act of swallowing its Beast Within has drastic
effects on an apex’s ego. A wereraven is naturally driven
Wereravens that hunger for strength and power are toward an ethical code; apexes are creatures of chaos
compelled to begin an internal battle of wills with their devoted to justice (or vengeance). An apex is never
Beast Within. If the wereraven triumphs, it consumes satisfied with its wealth or nest, and is always in search
its Beast Within and is rewarded with greater strength, of something better. Apex pride surpasses even that
size, and pride. These werebeasts can be easily identi- of the haughtiest of werecats, and some even become
fied: while transfigured into a raven, the apex is the size self-proclaimed benevolent overlords of a region.
of a small child, and its size swells upon transfiguring
into its hybrid form. Beak (Beast or Hybrid Form Only). Melee Weapon Attack: +7 to
hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) piercing damage
Apexes eschew mortal weaponry and instead revel in in beast form, or 13 (2d8 + 4) piercing damage in hybrid
their lycanthropic abilities. An apex’s caw can rupture form. If the target is humanoid, it must succeed on a DC
eardrums and its talons are as sharp as steel. Even more 14 Constitution saving throw or be cursed with wereraven
impressive is selective transfiguration: even while in its lycanthropy.
true form, a wereraven can change its fingernails into
wicked talons. Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage and the target is grappled
Wereraven Apex (escape DC 13). The wereraven can have up to two creatures
grappled in this manner.
Medium humanoid (any race, shapechanger), chaotic good
Caw (Beast or Hybrid Form Only; Recharge 5-6). The were-
Armor Class 14 in humanoid form, 15 (natural armor) in beast raven unleashes a thunderous caw. Each creature within
or hybrid form 30 feet of it that can hear it must succeed on a DC 14
Constitution saving throw, taking 10 (3d6) thunder damage
Hit Points 135 (18d8 + 54) on a failed save, or half as much damage on a successful
Speed 30 ft. (fly 60 ft. in beast and hybrid form) one. Each creature within 10 feet of the wereraven that
fails its saving throw is also deafened until the end of
STR DEX CON INT WIS CHA its next turn.
14(+2) 18 (+4) 17 (+3) 15 (+1) 16 (+3) 15 (+2)
Legendary Actions
Saving Throws Int +4, Wis +6
The wereraven can take 3 legendary actions, choosing from
Skills Athletics +5, Acrobatics +7, Insight +6, Perception +9 the options below. Only one legendary action can be used at a
time and only at the end of another creature’s turn. The were-
Damage Immunities bludgeoning, piercing, and slashing raven regains spent legendary actions at the start of its turn.
from nonmagical weapons that aren’t silvered Attack. The wereraven makes either one Beak or
Talons attack.
Senses darkvision 60 ft., passive Perception 19
Move. The wereraven moves up to its speed.
Languages any one language (can’t speak in beast form)
Wing Attack (Beast or Hybrid Form Only; Costs 2 Actions).
Challenge 8 (3,900 XP) Proficiency Bonus +3 The wereraven beats its wings. Each creature within 10
feet of the wereraven must succeed on a DC 13 Dexterity
Shapechanger. The wereraven can use a bonus action to saving throw or take 9 (2d6 + 2) bludgeoning damage and
polymorph into a Large raven-humanoid hybrid or into a be knocked prone. The wereraven can then move up to
Small raven, or back into its true form, which is humanoid. half its speed.
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.
Flyby (Beast or Hybrid Form). The wereraven doesn’t provoke
opportunity attacks when it flies out of an enemy’s reach.
Mimicry. The wereraven can mimic simple sounds it has
heard, such as a person whispering, a baby crying, or an
animal chittering. A creature that hears the sounds can
tell they are imitations with a successful DC 10 Wisdom
(Insight) check.
Paranoid. The wereraven has advantage on initiative checks.
Actions
Multiattack (Humanoid or Hybrid Form Only). The wereraven
makes two attacks.
119
Wereserpent Flaws. A wereserpent typically has 1d4 + 2 flaws
from the Wereserpent Phenotypical Flaw table.
Wereserpents are the rarest of lycanthropes, so much
so that most scholars and hunters once believed them Propagation. Wereserpents rarely propagate, for
to be yuan-ti druids or other shapechangers. Solitary every new lycanthrope is a fresh competitor in their
creatures, wereserpents almost never gather into ecosystem. Because they are so rare, true wereserpents
groups, thereby making study attempts even more that wish to continue their dark lineage may need to
difficult. When the occasional wereserpent nest arises, beget multiple children until it is clear one is a true
it’s generally in the midst of civilization, where the wereserpent. However, children carried by and born to a
lycanthropes may prey upon drunks and loners. true wereserpent always inherit the curse.
However, wereserpents demonstrate a startling and Vulnerabilities. In accordance with the old adage,
unique hunting pattern: they prefer to hunt other lycan- “cut off the head and the body will die,” wereserpents
thropes over ordinary people and beasts. No prey is can be harmed by slashing silvered weapons (such as
regarded higher than the lofty wereravens and cunning longswords), though silvered bludgeoning and piercing
wererats—the symbolism of which should never be weapons do them no harm. They can also be harmed
ignored. To date, they are the only known lycanthrope by daggers and arrowheads fashioned from the fangs of
that deliberately hunts its own distant kind for food. mongooses. Werepythons and werevipers differ in their
anathema, as described below.
The Beast Within. Wereserpents are cold and
cunning. The Beast Within snuffs out most emotions, Wereserpent Phenotypical Flaws
both positive and negative, turning its host into a stoic
and calculating predator that categorizes the world into 1d8 Flaw
prey and competitors.
1 I care for nothing but my own survival.
Wereserpents are patient to the point of lethargy.
Equipped with a slower metabolism, many will lie in 2 Silence is the best reply.
wait for prey for days on end. Most find comfort in
their beast form, which is free from the trappings of 3 Issues will resolve themselves in time.
the mortal condition. There, they can exist as empty-
hearted as ordinary snakes. 4 I feel nothing but hunger and an appreciation
for the passage of time.
5 I am never swayed by emotion and always
choose the most pragmatic solution.
6 When I finally strike, it is without mercy.
7 Life has no meaning.
8 I will only help others if it costs me nothing.
120
Werepython
Medium humanoid (any race, shapechanger), neutral evil
Armor Class 11 in humanoid form, 13 (natural armor) in beast
or hybrid form
Hit Points 52 (8d8 + 16)
Speed 30 ft. (climb 20 ft., swim 20 ft. in beast form)
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 10 (+0) 11 (+0) 13 (+1)
Skills Acrobatics +5, Athletics +6, Perception +4, Stealth +3
Damage Immunities bludgeoning and piercing from nonmag-
ical weapons that aren’t fashioned from mongoose fangs;
slashing from nonmagical weapons that aren’t silvered
Senses blindsight 10 ft. (beast or hybrid form only), darkvision
60 ft., passive Perception 14
Languages any one language (can’t speak in beast form)
Challenge 3 (700 XP) Proficiency Bonus +2
Werepython Shapechanger. The werepython can use its action to poly-
morph into a snake-humanoid hybrid or into a Large snake,
Werepythons transfigure into massive snakes that reach or back into its true form, which is humanoid. Its statistics,
lengths of up to twenty feet. Lacking venom, they must other than its size and AC, are the same in each form. Any
constrict their prey—an act of violence that fails to fill a equipment it is wearing or carrying isn’t transformed. It
wereserpent’s empty heart. reverts to its true form if it dies.
Vulnerability. The jaguar is the natural predator Grappler. The werepython has advantage on melee attacks
of a python—and so it follows that the werepython’s against creatures it is grappling.
anathema is the blood of a werejaguar. A werepython
that consumes werejaguar blood is poisoned for 1d6 + 4 Keen Smell. The werepython has advantage on Wisdom
hours, and must make a DC 15 Constitution saving (Perception) checks that rely on smell.
throw, taking 66 (8d8 + 30) poison damage on a failed
save, or half as much damage on a successful one. Actions
Multiattack. The werepython makes two attacks, only one of
which can be a bite.
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +4 to
hit, reach 10 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 werepython
lycanthropy.
Constrict (Beast Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage
and the target is grappled (escape DC 12). Until this grapple
ends, the target is restrained and the werepython can’t
constrict another target.
Dagger (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
4 (1d4 + 2) piercing damage.
121
Werepython Apex
A werepython that consumes a score of other lycan-
thropes can become an apex. This frightening serpent
can grow to extreme lengths, transfiguring into a
hulking, ophidian monstrosity or a snake forty feet in
length. By feeding on other lycanthropes, a werepython
reclaims a fragment of its original emotional capac-
ity—a capacity it fills with malice. Crushing prey to
death becomes a werepython’s sole pleasure in life.
Werepython Apex Constrict (Beast Form Only). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage
Medium humanoid (any race, shapechanger), chaotic evil and the target is grappled (escape DC 17). Until this grapple
ends, the target is restrained and the werepython can’t
Armor Class 13 in humanoid form, 16 (natural armor) in beast constrict another target.
or hybrid form
Dagger (Humanoid or Hybrid Form Only). Melee Weapon
Hit Points 132 (16d8 + 64) Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target.
Speed 30 ft. (climb 30 ft., swim 30 ft. in beast form) Hit: 7 (1d4 + 5) piercing damage.
STR DEX CON INT WIS CHA Swallow (Beast Form Only). The werepython makes one bite
20 (+5) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 15 (+2) attack against a Medium or smaller target it is grappling.
If the attack hits, the target is swallowed, and the grapple
Saving Throws Str +9, Con +8 ends. The swallowed target is blinded and restrained, it has
total cover against attacks and other effects outside the
Skills Athletics +13, Acrobatics +11, Perception +10, Stealth +7 werepython, and it takes 7 (2d6) acid damage at the start
of each of the werepython’s turns. The werepython can
Damage Immunities bludgeoning and piercing from nonmag- have only one target swallowed at a time. If the werepy-
thon dies, a swallowed creature is no longer restrained by it
ical weapons that aren’t fashioned from mongoose fangs; and can escape from the corpse using 5 feet of movement,
exiting prone.
slashing from nonmagical weapons that aren’t silvered
Reactions
Senses blindsight 10 ft. (beast or hybrid form only), darkvision
Strike. The werepython makes one attack against a creature
60 ft., passive Perception 20 that moves within 5 feet of it.
Languages any one language (can’t speak in beast form) Legendary Actions
Challenge 9 (5,000 XP) Proficiency Bonus +4 The werepython can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
Shapechanger. The werepython can use a bonus action to at a time and only at the end of another creature’s turn. The
polymorph into a Large snake-humanoid hybrid or into a werepython regains spent legendary actions at the start
Huge snake, or back into its true form, which is humanoid. of its turn.
Its statistics, other than its size and AC, are the same in
each form. Any equipment it is wearing or carrying isn’t Attack. The werepython makes one attack (other than its
transformed. It reverts to its true form if it dies. Swallow attack).
Ambusher. The werepython makes initiative checks Expel (Beast Form Only). The werepython expels a creature
with advantage. it has swallowed. The creature lands prone within a space
of the werepython’s choice within 5 feet of it. The creature
Grappler. The werepython has advantage on melee attacks lands prone.
against creatures it is grappling.
Squeeze (Beast Form Only). The werepython tightens
Keen Smell. The werepython has advantage on Wisdom around a creature it is currently constricting, dealing an
(Perception) checks that rely on smell. extra 14 (2d8 + 5) bludgeoning damage.
Striker. The werepython can take two reactions per round. Slither (Beast or Hybrid Form Only). The werepython moves
up to its speed. If the werepython is in its beast form,
Actions it does not treat spaces occupied by other creatures as
difficult terrain.
Multiattack. The werepython makes two attacks, only one of
which can be a bite.
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +9
to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) piercing
damage. If the target is a humanoid, it must succeed on a
DC 16 Constitution saving throw or be cursed with werepy-
thon lycanthropy.
122
Wereviper Wereviper
Werevipers are venomous lycanthropes. Many resemble Medium humanoid (any race, shapechanger), neutral evil
cobras, adders, and mambas, with the coloring to
match. Werevipers prove to be adept trackers, for Armor Class 11 in humanoid form, 13 (natural armor) in beast
they can detect the scent of their own venom as it’s or hybrid form
exuded from a recently bitten creature’s open wound.
A wereviper shrinks in size when transfiguring into Hit Points 39 (6d8 + 12)
its beast form. Speed 30 ft. (20 ft., climb 10 ft., swim 20 ft. in beast form)
Vulnerability. A wereviper’s anathema is its own STR DEX CON INT WIS CHA
venom or that of another wereviper’s. The venom 13 (+1) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 13 (+1)
must be ingested, not injected into the bloodstream. A
wereviper that ingests wereviper venom is poisoned for Skills Acrobatics +6, Perception +4, Stealth +4
1d4 hours, and must succeed on a DC 18 Constitution
saving throw, taking 57 (6d8 + 30) poison damage on a Damage Immunities bludgeoning and piercing from nonmag-
failed save, or half as much damage on a successful one.
ical weapons that aren’t fashioned from mongoose fangs;
slashing from nonmagical weapons that aren’t silvered
Senses blindsight 10 ft. (beast or hybrid form only), darkvision
60 ft., passive Perception 14
Languages any one language (can’t speak in beast form)
Challenge 4 (1,100 XP) Proficiency Bonus +2
Shapechanger. The wereviper can use its action to poly-
morph into a snake-humanoid hybrid or into a Small snake,
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 wereviper has advantage on Wisdom
(Perception) checks that rely on smell.
Tracker. The wereviper has advantage on Wisdom checks
made to detect or track creatures that it has bit in the
last hour. Constructs and elementals are unaffected
by this trait.
Actions
Multiattack (Humanoid or Hybrid Form Only). The wereviper
makes two attacks.
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +4 to
hit, reach 10 ft., one target. Hit: 6 (1d6 + 2) piercing damage
and the target must make a DC 12 Constitution saving
throw, taking 7 (2d6) poison damage on a failed save, or
half as much damage on a successful one. If the target is a
humanoid, it must succeed on a DC 12 Constitution saving
throw or be cursed with wereviper lycanthropy.
Dagger (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
4 (1d4 + 2) piercing damage.
123
Wereviper Apex The evolution into an apex bolsters a wereviper’s
strength and adds decades—even centuries—to their
A wereviper apex is a nightmarish creature born from lifespan. Their venom can paralyze prey and their spit
betrayal. By murdering and devouring a person that can blind foes. Many werevipers, already devoid of
inherently trusted the wereviper—one who consid- attachment and emotion, find the sacrifice of a trusting
ered the lycanthrope a true friend, ally, or confidant— friend a small price to pay for such longevity and power.
the wereviper might transform into an apex. If it does
not, a wereviper hellbent on acquiring that terrible Striker. The werepython can take two reactions per round.
power might seek out new friends, raising them as pigs
for slaughter. Tracker. The wereviper has advantage on Wisdom checks
made to detect or track creatures that it has hit with a bite
Wereviper Apex attack in the last hour. Constructs and elementals are unaf-
fected by this trait.
Medium humanoid (any race, shapechanger), chaotic evil
Actions
Armor Class 14 in humanoid form, 17 (natural armor) in beast
or hybrid form Multiattack (Humanoid or Hybrid Form Only). The wereviper
makes two attacks.
Hit Points 90 (12d8 + 36)
Speed 30 ft. (30 ft., climb 20 ft., swim 30 ft. in beast form) Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +8 to
hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage
STR DEX CON INT WIS CHA and the target must make a DC 16 Constitution saving
16 (+3) 19(+4) 17 (+3) 13 (+1) 15 (+2) 16 (+3) throw, taking 10 (3d6) poison damage on a failed save, or
half as much damage on a successful one. If the target is a
Saving Throws Dex +8, Cha +7 humanoid, it must succeed on a DC 16 Constitution saving
throw or be cursed with wereviper lycanthropy.
Skills Acrobatics +12, Perception +10, Stealth +8
Spit Venom (Beast or Hybrid Form Only). Ranged Weapon
Damage Immunities bludgeoning and piercing from nonmag- Attack: +8 to hit, range 20 feet, one creature. Hit: 7 (2d6)
poison damage. If the wereviper has advantage on the
ical weapons that aren’t fashioned from mongoose fangs; attack roll and the target’s eyes are unobstructed, the
target must succeed on a DC 16 Constitution saving throw
slashing from nonmagical weapons that aren’t silvered or be blinded until the start of its next turn.
Damage Resistances poison Dagger (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit:
Senses blindsight 10 ft. (beast or hybrid form only), darkvision 6 (1d4 + 4) piercing damage.
60 ft., passive Perception 20 Reactions
Languages any one language (can’t speak in beast form) Strike. The wereviper makes one melee attack against a
creature that moves within 5 feet of it.
Challenge 11 (7,200 XP) Proficiency Bonus +4
Legendary Actions
Shapechanger. The wereviper can use a bonus action to poly-
morph into a snake-humanoid hybrid or into a Medium The wereviper can take 3 legendary actions, choosing from
snake, or back into its true form, which is humanoid. Its the options below. Only one legendary action can be used at a
statistics, other than its size and AC, are the same in each time and only at the end of another creature’s turn. The were-
form. Any equipment it is wearing or carrying isn’t trans- viper regains spent legendary actions at the start of its turn.
formed. It reverts to its true form if it dies.
Attack. The werepython makes one melee attack.
Envenom (1/Turn). When the wereviper hits a creature with
a bite attack, it can use a bonus action to secrete a special Spit Venom (Beast or Hybrid Form Only; Costs 2 Actions).
venom. If the creature fails their saving throw against the The wereviper makes a Spit Venom attack.
bite’s poison damage, they also suffer one of the below
options of the wereviper’s choice: Slither (Beast or Hybrid Form Only). The wereviper moves
up to its speed. If the wereviper is in its beast form, it
• The creature is poisoned for up to 1 minute. It can repeat does not treat spaces occupied by other creatures as
its saving throw at the end of its turns, ending the effect difficult terrain.
on a success.
• The creature is paralyzed until the end of its next turn or
until it takes any damage.
Keen Smell. The wereviper has advantage on Wisdom
(Perception) checks that rely on smell.
Legendary Resistance (1/Day). If the wereviper fails a saving
throw, it can choose to succeed instead.
124
Wereshark Vulnerabilities. A wereshark is harmed by
silvered weapons as well as weapons fashioned from
A terror of the high seas and tenebrous depths, were- petrified wood. Boiled mangrove root is the were-
sharks are the apex predator of maritime and sunken shark’s anathema. A wereshark that consumes a boiled
civilizations. A wereshark’s curse imbues it with mangrove root is poisoned for 1d8 hours, and must
constant anxiety, dread, resentment, and hunger— make a DC 15 Constitution saving throw, taking 123
and so it harbors a deep hatred for beauty, laughter, (14d8 + 60) poison damage on a failed save, or half as
and peace. Much like its namesake, a wereshark must much damage on a successful one.
continue moving to survive, albeit metaphorically. The
Beast Within threatens that if the wereshark stops, Wereshark Phenotypical Flaws
it will surely die—taken by another predator, lost to
mindless oblivion, or simply languishing as a failure. 1d8 Flaw
A wereshark cannot even find peace in its dreams, for
the Beast Within twists every fantasy into a nightmare 1 The scent of blood drives me into a frenzy.
and reminds its host that annihilation catches up with
the apathetic. 2 I am detached from violence and danger.
Tritons take it upon themselves to hunt down 3 I feel anxious when I am out of sight of the sea.
weresharks, many of whom are idolized by the
dreaded sahuagin. 4 There is no greater pleasure than destroying
the strong and beautiful.
The Beast Within. A wereshark is given no quarter
by their Beast Within, which is the most incessant 5 I can never be slain.
of all lycanthropes. It hounds its host day and night,
demanding not perfection, but devotion to carnage. 6 I do not repeat my mistakes, nor do I
A wereshark’s ability to smell blood in the water from address them.
miles away only bolsters the Beast Within’s thunderous
calls for violence. With no chance for peace of mind, 7 I never feel remorse.
many a wereshark loses themselves permanently to a
blood frenzy. A wereshark finds solace solely in the 8 I am never at peace.
visceral destruction of others, for that is the only
time when the Beast Within finally quiets.
Weresharks are violent but not aggressive, and
they remain detached from the carnage they cause.
Most are calm until provoked by the scent of blood, and
even then, their fury is wrought not by rage but hunger.
The curse heightens their obstinance and snuffs out
remorse. Few are malicious; their violent outbursts are
quick and mindless.
Propagation. Weresharks rarely spread their curse,
as few victims survive an attack. True weresharks are
even hesitant to procreate, knowing just how harrowing
the curse is upon their psyche.
125
Wereshark
Medium humanoid (any race, shapechanger), chaotic evil
Armor Class 11 in humanoid form, 12 (natural armor) in beast
or hybrid form
Hit Points 105 (14d8 + 42)
Speed 30 ft. (0 ft., swim 50 ft. in beast form, swim 40 ft. in
hybrid form)
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 11 (+0)
Skills Athletics +7, Perception +6
Damage Immunities bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t silvered or fashioned
from petrified wood
Senses darkvision 60 ft., passive Perception 16
Languages any one language (can’t speak in beast form)
Challenge 5 (1,800 XP) Proficiency Bonus +3
Shapechanger. The wereshark can use its action to poly- Wereshark Messiah
morph into a Large shark-humanoid hybrid or into a Large
shark, or back into its true form, which is humanoid. Its The sahuagin consider weresharks to be the chosen
statistics, other than its size and AC, are the same in each of their dread-god Sekolah, the Shark Lord. With
form. Any equipment it is wearing or carrying isn’t trans- faith comes power, and many a wereshark becomes
formed. It reverts to its true form if it dies. imbued with divine energy. Some are celebrated as
prophets, others messiahs. Some are raised as pigs to
Blood Frenzy (Beast or Hybrid Form Only). The wereshark be slaughtered to curry Sekolah’s favor. Some even
has advantage on melee attack rolls against any creature seize command of entire sahuagin enclaves to begin a
that doesn’t have all its hit points. campaign of terror on the high seas.
Electroreception (Beast or Hybrid Form Only). While A wereshark messiah’s power is drawn from the
underwater, the wereshark has blindsight out to a investment of its followers. So long as they believe in
range of 60 feet. the wereshark as an icon of their deity, the lycanthrope
commands great strength and greater magic. If this
Keen Hearing and Smell. While underwater, the wereshark faith is broken, or the messiah’s followers are slaugh-
has advantage on Wisdom (Perception) checks that rely on tered, the wereshark loses its newfound power.
hearing or smell.
Limited Amphibiousness. While in its hybrid form, the were-
shark can breathe air and water. While in its beast form, it
can only breathe water.
Actions
Multiattack (Humanoid or Hybrid Form Only). The wereshark
makes two attacks, only one of which can be a bite.
Bite (Beast 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 were-
shark lycanthropy.
Trident (Humanoid or Hybrid Form Only). Melee or Ranged
Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4)
piercing damage if used with two hands to make a
melee attack.
126
Wereshark Messiah Trident (Humanoid or Hybrid Form Only). Melee or Ranged
Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft.,
Medium humanoid (any race, shapechanger), chaotic evil one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4)
piercing damage if used with two hands to make a melee
Armor Class 11 in humanoid form, 12 (natural armor) in beast attack, plus 7 (1d6 + 4) radiant damage.
or hybrid form
Rally the Faithful (Recharge 5-6). The wereshark rallies up
Hit Points 105 (14d8 + 42) to four sahuagin within 60 feet of it that can see or hear it.
Speed 30 ft. (0 ft., swim 50 ft. in beast form, swim 40 ft. in Each target gains 15 (2d10 + 4) temporary hit points and
becomes immune to the charmed and frightened condi-
hybrid form) tions for the next minute. For every sahuagin the were-
shark affects, the wereshark gains a +1 damage bonus to
STR DEX CON INT WIS CHA the next melee weapon attack it makes before the end of
18 (+4) 12 (+1) 16 (+3) 14 (+2) 16 (+3) 18 (+4) its next turn.
Saving Throws Wis +7, Cha +8 Wereshark Apex
Skills Athletics +8, Perception +7 A wereshark apex is a terror to behold—a hulking,
barbed marauder whose fins can strip flesh from the
Damage Resistances necrotic bone. In its beast and hybrid form, its body is streaked
with fierce spines that pierce armor and even the hulls
Damage Immunities bludgeoning, piercing, and slashing of smaller vessels. One brush of its fins, or one swat of
its tail, can eviscerate a man. Peace is the price of the
from nonmagical weapons that aren’t silvered or fashioned apex’s gifts, for it can be certain that seas are full of
relentless and desperate stalkers that covet its strength.
from petrified wood
A wereshark is a merciless benthic devourer whose
Senses darkvision 60 ft., passive Perception 17 insatiable hunger is tempered by its need to sleep
for decades at a time. Legends claim that the first
Languages any one language (can’t speak in beast form) wereshark apex was born in ancient days by consuming
the heart of a kraken. This lycanthrope swelled in size,
Challenge 9 (5,000 XP) Proficiency Bonus +4 becoming a megalodon blessed with great longevity
and preying on whatever it could: storm giants, sailors,
Shapechanger. The wereshark can use its action to poly- even other weresharks. Its reign only ended centuries
morph into a Large shark-humanoid hybrid or into a Large later when a score of other weresharks took it down.
shark, or back into its true form, which is humanoid. Its In feasting on its corpse, these weresharks too found
statistics, other than its size and AC, are the same in each immense power and longevity—so long as they
form. Any equipment it is wearing or carrying isn’t trans- remained in sight of the sea, the apexes could live for
formed. It reverts to its true form if it dies. millennia, regardless of their natural lifespans.
Blood Frenzy (Beast or Hybrid Form Only). The wereshark All apexes today hail from this crimson lineage, for
has advantage on melee attack rolls against any creature to become an apex, a wereshark must first kill and feast
that doesn’t have all its hit points. upon one. Thereafter, it inherits the apex’s strength and
gruesome form. Only a handful are given to exist in the
Electroreception (Beast or Hybrid Form Only). While world, and all are hunted by their kin. A wereshark in
underwater, the wereshark has blindsight out to a the twilight of its life will often hunt an apex so as to
range of 60 feet. stave off the reaper.
Innate Spellcasting. The wereshark’s spellcasting ability is The apex lineage faces extinction. Whenever a were-
Charisma (spell save DC 16). The wereshark can innately walrus devours a wereshark apex, it inherits the apex’s
cast the following spells, requiring only verbal components: strength—but consuming the werewalrus does not
reclaim the apex’s legacy, and so with every death,
3/day each: healing word, shield of faith, thunderous smite the apex numbers dwindle. Given time, it is possible
1/day each: crusader’s mantle, destructive wave that the seas might become free of the wereshark
Keen Hearing and Smell. While underwater, the wereshark apex threat.
has advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Limited Amphibiousness. While in its hybrid form, the were-
shark can breathe air and water. While in its beast form, it
can only breathe water.
Magic Weapons. The wereshark’s weapon attacks
are magical.
Actions
Multiattack (Humanoid or Hybrid Form Only). The wereshark
makes two attacks, only one of which can be a bite.
Bite (Beast 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 were-
shark lycanthropy.
127
Wereshark Apex Razored Fins (Beast or Hybrid Form Only). If a creature starts
its turn grappling or being grappled by the wereshark, the
Medium humanoid (any race, shapechanger), chaotic evil creature takes 5 (1d10) slashing damage.
Armor Class 12 in humanoid form, 14 (natural armor) in beast Actions
or hybrid form
Multiattack. The wereshark makes two attacks, only one of
Hit Points 187 (22d8 + 88) which can be a bite, and uses its Razorfin once.
Speed 30 ft. (0 ft., swim 50 ft. in beast form, swim 40 ft. in
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +11
hybrid form) to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing
damage. If the target is a humanoid, it must succeed on a
STR DEX CON INT WIS CHA DC 17 Constitution saving throw or be cursed with were-
23 (+6) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 14 (+2) shark lycanthropy.
Saving Throws Str +11, Dex +7, Con +9 Tail (Beast Form Only). Melee Weapon Attack: Melee Weapon
Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6)
Skills Athletics +11, Perception +11 bludgeoning damage plus 10 (1d8 + 6) slashing damage.
Damage Immunities bludgeoning, piercing, and slashing Trident (Humanoid or Hybrid Form Only). Melee or Ranged
Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft.,
from nonmagical weapons that aren’t silvered or fashioned one target. Hit: 9 (1d6 + 6) piercing damage, or 10 (1d8 + 6)
piercing damage if used with two hands to make a
from petrified wood melee attack.
Condition Immunities charmed, frightened Razorfin (Beast or Hybrid Form Only; Recharge 5-6). The
wereshark moves up to its speed. During this movement,
Senses darkvision 60 ft., passive Perception 21 the wereshark can enter spaces occupied by creatures
without treating those spaces as difficult terrain. Creatures
Languages any one language (can’t speak in beast form) whose space the wereshark moves through must make
a DC 17 Dexterity saving throw, taking 16 (3d10) slashing
Challenge 13 (10,000 XP) Proficiency Bonus +5 damage on a failed save, or half as much damage on a
successful one.
Shapechanger. The wereshark can use a bonus action to poly-
morph into a Large shark-humanoid hybrid or into a Huge Legendary Actions
shark, or back into its true form, which is humanoid. Its
statistics, other than its size and size and AC, are the same The wereshark can take 3 legendary actions, choosing from
in each form. Any equipment it is wearing or carrying isn’t the options below. Only one legendary action can be used at a
transformed. It reverts to its true form if it dies. time and only at the end of another creature’s turn. The were-
shark regains spent legendary actions at the start of its turn.
Blood Frenzy (Beast or Hybrid Form Only). The wereshark has
advantage on melee attack rolls against any creature that Attack. The wereshark makes one attack.
doesn’t have all its hit points.
Move. The wereshark moves up to its speed without
Electroreception (Beast or Hybrid Form Only). While provoking opportunity attacks.
underwater, the wereshark has blindsight out to a
range of 60 feet. Whirlwind (Beast or Hybrid Form Only; Costs 3 Actions).
While underwater, the wereshark spins, making a tail attack
Keen Hearing and Smell. While underwater, the wereshark against any number of targets within 5 feet of it. It makes a
has advantage on Wisdom (Perception) checks that rely on separate attack roll for each target.
hearing or smell.
Legendary Resistance (3/Day). If the wereshark fails a saving
throw, it can choose to succeed instead.
Limited Amphibiousness. While in its hybrid form, the were-
shark can breathe air and water. While in its beast form, it
can only breathe water.
128
Werewalrus Vulnerabilities. Werewalruses are harmed by
silvered weapons and weapons fashioned from
Werewalruses are the wolves of the sea, drawn by whalebone and whale fangs—symbolic of the predator
their curse to frigid waters. Answering that call, many that hounds an ordinary walrus. Amaranth is the
make their homes in the frozen north or south, far from werewalrus’ anathema. A werewalrus that consumes
the meddling of civilizations. Some werewalruses, amaranth is poisoned for 1 hour, and must make a DC
however, range as far as the tropics. There is no creature 14 Constitution saving throw, taking 38 (4d8 + 20)
a werewalrus—or its Beast Within—hates more than poison damage on a failed save, or half as much damage
the dreaded wereshark. Many a werewalrus stands on a successful one.
beside triton crusaders determined to purge the sea of
such monsters. Werewalrus Phenotypical Flaws
A werewalrus cannot stray from the sea for long; 1d8 Flaw
its Beast Within will not allow it. Most werewal-
ruses either live in the water, along the coast, or seize 1 I always leave things until the last minute.
abandoned seaside fortresses. Some live in ports, and
others sail the sea with mortal folk. Few, perhaps even 2 I never waste food and chastise others for
none, can manage to live a completely terrestrial life. being wasteful.
The Beast Within. A werewalrus’ curse drives it 3 I’m ridiculously selfish.
to neither good nor evil. The Beast Within twists its
host into a selfish hedonist prone to procrastination. 4 I can’t resist a good time.
Werewalruses go to great lengths to ignore duty and
due diligence in favor of satisfying their pleasures. 5 I am terribly irresponsible.
Vigils are abandoned in favor of festivities; buildings
are allowed to rot; encroaching enemies can advance 6 I favor the easiest solution even if it’s
unimpeded. Then, in the name of sudden security, a the riskiest.
werewalrus will commit an overt act to make up for
their apathy. Only an overwhelming priority—a matter 7 I underestimate danger until it’s too late.
of absolute life and death—pulls a werewalrus away
from its pursuits. Chief among these priorities are the 8 There’s no point in living if you aren’t
existence of a wereshark, a cataclysmic event, or the living well.
protection of a loved one.
Werewalruses are driven to choose the easiest
solution—and that solution is usually creating more of
their kind so that responsibilities can be shared. Most
werewalruses are intentionally infected with lycan-
thropy. To their credit, werewalruses guide these new
victims—most of whom never wished to be cursed—
into their new life as a lycanthrope.
Flaws. A werewalrus typically has 1d6 + 2 flaws
from the Werewalrus Phenotypical Flaws table.
Propagation. In warmer seas, where predators are
far more numerous, werewalruses prove gregarious,
organizing themselves in rookeries. In arctic environ-
ments, rookeries are more spread out. Most werewal-
ruses are infected with the curse of lycanthropy for the
sole aim of padding a rookery’s numbers.
Werewalrus Frostbiter Werewalrus Frostbiter
Werewalruses that answer their curse’s call to frigid Medium humanoid (any race, shapechanger), neutral
waters sometimes tap into elemental power. These
frostbiters can channel winter’s wrath and carve out Armor Class 13 in humanoid form, 14 (natural armor) in beast
palaces of ice. Many a werewalrus has retired to the or hybrid form
arctic to live as a monarch in such frozen wastelands.
Hit Points 60 (8d8 + 24)
Speed 30 ft. (swim 40 ft. in beast or hybrid form)
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
Werewalrus Skills Acrobatics +6, Perception +4
Medium humanoid (any race, shapechanger), neutral Damage Resistances cold
Armor Class 12 in humanoid form, 13 (natural armor) in beast Damage Immunities bludgeoning, piercing, and slashing
or hybrid form
from nonmagical weapons that aren’t silvered or fashioned
Hit Points 30 (4d8 + 12)
Speed 30 ft. (swim 40 ft. in beast or hybrid form) from whalebone
Senses darkvision 60 ft., passive Perception 14
Languages any one language (can’t speak in beast form)
STR DEX CON INT WIS CHA Challenge 5 (1,800 XP) Proficiency Bonus +3
14 (+2) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 10 (+0)
Shapechanger. The werewalrus can use its action to poly-
Skills Acrobatics +4 morph into a walrus-humanoid hybrid or into a Large
walrus, or back into its true form, which is humanoid. Its
Damage Resistances cold statistics, other than its AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
Damage Immunities bludgeoning, piercing, and slashing reverts to its true form if it dies.
from nonmagical weapons that aren’t silvered or fashioned Frigid Aura. A creature other than a werewalrus that starts its
turn within 10 feet of the werewalrus takes 3 cold damage
from whalebone and has its speed reduced by 10 feet until the start of that
creature’s next turn.
Senses darkvision 60 ft., passive Perception 11
Glide. While submerged in water, the werewalrus doesn’t
Languages any one language (can’t speak in beast form) provoke opportunity attacks when it swims out of an
enemy’s reach.
Challenge 2 (450 XP) Proficiency Bonus +2
Hold Breath. The werewalrus can hold its breath for
Shapechanger. The werewalrus can use its action to poly- up to 1 hour.
morph into a walrus-humanoid hybrid or into a Large
walrus, or back into its true form, which is humanoid. Its Innate Spellcasting. The werewalrus’ spellcasting ability is
statistics, other than its AC, are the same in each form. Any Charisma (spell save DC 14, +6 to hit with spell attacks). The
equipment it is wearing or carrying isn’t transformed. It werewalrus can innately cast the following spells, requiring
reverts to its true form if it dies. only verbal components:
Glide. While submerged in water, the werewalrus doesn’t At will: ray of frost
provoke opportunity attacks when it swims out of an 3/day: chromatic orb (cold damage only)
enemy’s reach. 1/day: hold person
Hold Breath. The werewalrus can hold its breath for Actions
up to 1 hour.
Multiattack (Humanoid or Hybrid Form Only). The were-
Actions walrus makes two attacks: two with its spear (humanoid
form) or one with its tusks and one with its spear
Multiattack (Humanoid or Hybrid Form Only). The were- (hybrid form).
walrus makes two attacks: two with its spear (humanoid
form) or one with its bite and one with its spear Tusks (Beast or Hybrid Form Only). Melee Weapon Attack:
(hybrid form). +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing
damage plus 11 (2d10) cold damage. If the target is a
Tusks (Beast or Hybrid Form Only). Melee Weapon Attack: humanoid, it must succeed on a DC 14 Constitution saving
+4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing throw or be cursed with werewalrus lycanthropy.
damage. If the target is a humanoid, it must succeed on a
DC 13 Constitution saving throw or be cursed with were- Spear (Humanoid or Hybrid Form Only). Melee Weapon
walrus lycanthropy. Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage, or 6 (1d8 + 2) piercing damage if used with
Spear (Humanoid or Hybrid Form Only). Melee or Ranged two hands to make a melee attack.
Weapon Attack: +4 to hit, reach 5 ft. or 20/60 ft., one target.
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
damage if used with two hands to make a
melee attack.
130
Werewalrus Apex Shapechanger. The werewalrus can use a bonus action to
polymorph into a Large walrus-humanoid hybrid or into a
The seas are witness to a perpetual battle between Large walrus, or back into its true form, which is humanoid.
werewalruses and weresharks. When a werewalrus Its statistics, other than its size and AC, are the same in
has had enough, it commits itself to hunting down a each form. Any equipment it is wearing or carrying isn’t
wereshark apex, often one that has been slumbering transformed. It reverts to its true form if it dies.
for decades. If the werewalrus can kill and consume
the apex in its entirety, it undergoes a horrifying meta- Glide. While submerged in water, the werewalrus doesn’t
morphosis. The werewalrus grows to an immense size provoke opportunity attacks when it swims out of an
and becomes consumed with primal fury. Its voracity enemy’s reach.
is multiplied, as is its strength. A werewalrus apex is
hellbent on eradicating its enemies, usually weresharks, Hold Breath. The werewalrus can hold its breath for
securing the territory of its rookery, and—if it lives long up to 1 hour.
enough—ruling over them as their shield-and-sover-
eign. The apex is, in essence, a dictator tolerated by the Rebuke Grapple. The werewalrus can attempt to escape
hedonistic rookery who delight in having an impres- a grapple using a bonus action. Whenever it escapes a
sive guardian. grapple, it deals 15 (2d10 + 4) bludgeoning damage to the
creature that was grappling it. The werewalrus can then
An apex’s crusade is often short-lived. For all its move up to 15 feet without provoking opportunity attacks.
strength, a werewalrus is still but a mortal. Sahuagin,
in particular, make it their mission to hunt down these Slippery. The werewalrus has advantage on ability checks
werewalruses, especially if they serve a wereshark and saving throws made to escape a grapple.
messiah. If an apex does not get itself killed, it often
ruins its own life in the process of lording over its Actions
brethren. So blinded are they to hate, hunger, and the
need for security that they live hollow lives. When Multiattack. The werewalrus makes three attacks, only one of
an apex is not out battling, it is consumed by anxiety, which can be with its tusks.
leading it to lash out at its kin, kith, and servants.
Tusks (Beast or Hybrid Form Only). Melee Weapon Attack:
Werewalrus Apex +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing
damage. If the target is a humanoid, it must succeed on a
Medium humanoid (any race, shapechanger), neutral DC 15 Constitution saving throw or be cursed with were-
walrus lycanthropy.
Armor Class 14 in humanoid form, 16 (natural armor) in beast
or hybrid form Spear (Humanoid or Hybrid Form Only). Melee or Ranged
Weapon Attack: +8 to hit, reach 5 ft. or 20/60 ft., one target.
Hit Points 120 (16d8 + 48) Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing
Speed 30 ft. (swim 50 ft. in beast or hybrid form) damage if used with two hands to make a melee attack.
STR DEX CON INT WIS CHA Slam (Beast or Hybrid Form Only). Melee Weapon Attack:
19 (+4) 18 (+4) 17 (+3) 14 (+2) 16 (+3) 14 (+2) +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) blud-
geoning damage.
Saving Throws Str +8, Con +7
Tail (Beast or Hybrid Form Only). Melee Weapon Attack:
Skills Athletics +8, Acrobatics +8, Perception +7 +8 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) blud-
geoning damage.
Damage Resistances cold
Legendary Actions
Damage Immunities bludgeoning, piercing, and slashing
The werewalrus can take 3 legendary actions, choosing from
from nonmagical weapons that aren’t silvered or fashioned the options below. Only one legendary action can be used at a
time and only at the end of another creature’s turn. The were-
from whalebone walrus regains spent legendary actions at the start of its turn.
Condition Immunities charmed Attack. The werewalrus makes one attack.
Senses darkvision 60 ft., passive Perception 17 Move. The werewalrus moves up to its speed without
provoking opportunity attacks.
Languages any one language (can’t speak in beast form)
Slide (Beast or Hybrid Form Only; Costs 2 Actions). The
Challenge 9 (5,000 XP) Proficiency Bonus +4 werewalrus slides forward up to 30 feet, making a slam
attack against up to three separate targets. During this
movement, the werewalrus can make a tail attack against
any creature that makes an opportunity attack against
the werewalrus.
131
Werewolf Vulnerabilities. Werewolves are harmed by silvered
weapons. Their anathema is aconite (colloquially known
Werewolves are peerless in their savagery. These lupine as wolfsbane and monkshood), a poisonous herb
predators haunt forests and dwell on the outskirts of that’s fatal to werewolves. A werewolf that consumes
civilization. They prove to be the most bloodthirsty and wolfsbane is poisoned for 1d4 hours, and must succeed
insatiable of lycanthropes. The curse of the werewolf on a DC 19 Constitution saving throw, taking 70
is oft believed to be most violent and difficult to resist; (9d8 + 30) poison damage on a failed save, or half as
most victims flee civilized lands after contracting the much damage on a successful one.
affliction, lest they wind up slaughtering their loved
ones. Those who embrace the curse revel in their Werewolf Phenotypical Flaws
newfound abilities and give into the Beast Within’s
hideous demands. 1d8 Flaw
Werewolves gather into packs defined with strict 1 Violence is my first solution to any problem.
hierarchies. An alpha rules through fear and violence, its
regime enforced by a number of betas. Only the strong 2 I am horribly impatient.
prosper. Wolves and dire wolves often obey a were-
wolf’s authority, joining the pack. 3 I have a fiery temper.
The Beast Within. No other lycanthrope is so 4 I’m never satisfied.
entwined with their Beast Within as werewolves. A
werewolf is a vicious and tempestuous creature, always 5 I believe that in this world there are only sheep
on the brink of outright rage. Much like a canine, they and wolves.
display dominance through aggression and the threat of
violence. These insatiable creatures feed off of suffering 6 I never admit or display weakness.
and fear just as much as they do flesh.
7 Might makes right.
A werewolf lives for the thrill of the hunt, and it
plays with its prey before finally cutting off their retreat. 8 I respect no authority but my own.
It does not offer mercy, nor does it make death quick.
Corpses do not offer a fight, so a werewolf hunts living
prey and only feeds off carrion if it can find no other
creature to rend.
Flaws. A werewolf typically has 1d4 + 4
flaws from the Werewolf Phenotypical
Flaws table.
Propagation. Most werewolves are acci-
dents—a victim that has somehow survived
a werewolf’s attack. Werewolves always go
for the kill, so it comes as a surprise when
another predator lays claim to their territory
the next lunar cycle. Most new werewolves
hunt their sires out of vengeance, thereby
reinforcing a werewolf’s imperative to go
for the throat. In contrast, true werewolves
delight in having children, seeing each
new child as a new member in their ever-
growing pack.
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Werewolf Beta
A werewolf alpha’s brutal regime is enforced by betas.
Should the alpha die, betas immediately battle to the
death; the victor becomes the pack’s new overlord.
A pack always has at least two betas, with an addi-
tional one being installed for every ten werewolves
in the pack.
Werewolf Werewolf Beta
Medium humanoid (any race, shapechanger), chaotic evil Medium humanoid (any race, shapechanger), chaotic evil
Armor Class 11 in humanoid form, 12 (natural armor) in beast Armor Class 12 in humanoid form, 13 (natural armor) in beast
or hybrid form or hybrid form
Hit Points 58 (9d8 + 18) Hit Points 78 (12d8 + 24)
Speed 30 ft. (40 ft. in beast form) Speed 30 ft. (40 ft. in beast form)
STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 13 (+1) 13 (+1) 13 (+1)
STR DEX CON INT WIS CHA Skills Athletics +6, Perception +7
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Damage Immunities bludgeoning, piercing, and slashing
from nonmagical weapons that aren’t silvered
Skills Perception +4 Senses darkvision 60 ft., passive Perception 17
Damage Immunities bludgeoning, piercing, and slashing Languages any one language (can’t speak in beast form)
from nonmagical weapons that aren’t silvered Challenge 5 (1,800 XP) Proficiency Bonus +3
Senses darkvision 60 ft., passive Perception 14 Shapechanger. The werewolf can use its action to poly-
morph into a wolf-humanoid hybrid or into a wolf, or back
Languages any one language (can’t speak in beast form) into its true form, which is humanoid. Its statistics, other
than its AC, are the same in each form. Any equipment it is
Challenge 3 (700 XP) Proficiency Bonus +2 wearing or carrying isn’t transformed. It reverts to its true
form if it dies.
Shapechanger. The werewolf can use its action to poly-
morph into a wolf-humanoid hybrid or into a wolf, or back Keen Hearing and Smell. The werewolf has advantage on
into its true form, which is humanoid. Its statistics, other Wisdom (Perception) checks that rely on hearing or smell.
than its AC, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true Pack Tactics. The werewolf has advantage on an attack roll
form if it dies. against a creature if at least one of the werewolf’s allies is
within 5 feet of the creature and the ally isn’t incapacitated.
Keen Hearing and Smell. The werewolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Actions
Actions Multiattack (Humanoid or Hybrid Form Only). The werewolf
makes two attacks: two with its spear (humanoid form) or
Multiattack (Humanoid or Hybrid Form Only). The werewolf one with its bite and one with its claws (hybrid form).
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: +6 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to If the target is a humanoid, it must succeed on a DC 13
hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Constitution saving throw or be cursed with werewolf
If the target is a humanoid, it must succeed on a DC 12 lycanthropy.
Constitution saving throw or be cursed with werewolf
lycanthropy. Claws (Hybrid Form Only). Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.
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: +6 to hit, reach 5 ft. or range 20/60 ft., one creature.
Spear (Humanoid Form Only). Melee or Ranged Weapon Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. damage if used with two hands to make a
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing melee attack.
damage if used with two hands to make a
melee attack.
133
Werewolf
Alpha
The rise of an alpha werewolf
is inevitable in any pack.
Driven by its Beast Within, a
would-be alpha dominates
its peers and institutes a
reign of terror and brutality.
An alpha quickly appoints
several betas to act as its
seconds-in-command.
Any werewolf can
challenge an alpha’s
authority. To refuse that
challenge is to lose face and faith, and so it cannot be
ignored. For an alpha to survive for long, it must be
cruel and cunning.
Werewolf Alpha Keen Hearing and Smell. The werewolf has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Medium humanoid (any race, shapechanger), chaotic evil
Mindless Fury. The werewolf has advantage on saving throws
Armor Class 13 in humanoid form, 15 (natural armor) in beast against being frightened or charmed.
or hybrid form
Standing Leap. The werewolf’s long jump is up to 20 feet
Hit Points 112 (15d8 + 45) and its high jump is up to 10 feet, with or without a
Speed 30 ft. (40 ft. in beast form, climb 30 ft. in hybrid form) running start.
STR DEX CON INT WIS CHA Actions
19 (+4) 17 (+3) 16 (+3) 12 (+1) 15 (+2) 15 (+2)
Multiattack. The werewolf makes two attacks while in its
Saving Throws Str +7, Dex +6 beast or humanoid form, or three attacks while in its hybrid
form: one with its bite and two with its claws.
Skills Athletics +7, Acrobatics +6, Perception +8, Survival +5
Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to
Damage Immunities bludgeoning, piercing, and slashing hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
If the target is a humanoid, it must succeed on a DC 14
from nonmagical weapons that aren’t silvered Constitution saving throw or be cursed with werewolf
lycanthropy.
Senses darkvision 60 ft., passive Perception 18
Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit,
Languages any one language (can’t speak in beast form) reach 5 ft., one creature. Hit: 9 (2d4 + 4) slashing damage.
Challenge 7 (2,900 XP) Proficiency Bonus +3 Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one creature.
Shapechanger. The werewolf can use its action to poly- Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing
morph into a wolf-humanoid hybrid or into a wolf, or back damage if used with two hands to make a melee attack.
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.
Aggressive. As a bonus action, the werewolf can move up to
its speed toward a hostile creature that it can see.
134
Werewolf Apex Extraordinary Leap. The werewolf’s long jump is up to 30
feet and its high jump is up to 20 feet, with or without a
There is no lycanthrope more fearsome or merciless running start.
than a werewolf apex, peerless in its strength and
rage. Having gorged upon its Beast Within, an apex Keen Hearing and Smell. The werewolf has advantage on
is the incarnation of fury. It is driven to consume and Wisdom (Perception) checks that rely on hearing or smell.
destroy—not by hunger, but a deep and unrelenting
hatred for all of creation. An apex kills simply for the Legendary Resistance (3/Day). If the werewolf fails a saving
sake of it, even when its hunger has been sated, for upon throw, it can choose to succeed instead.
devouring its Beast Within, it loses itself, becoming
nothing but an irredeemable monster. Seldom does it Magic Weapons. The werewolf’s attacks are magical.
revert to its true form, or even take to all fours as a dire
wolf. Instead, it finds pleasure in roaming the wilds as a Pounce (Hybrid Form Only). If the werewolf moves at least 15
lupine monstrosity. feet straight toward a creature and then hits it with a claw
attack on the same turn, that target must succeed on a DC
An apex’s bestial and hybrid forms are far larger 21 Strength saving throw or be knocked prone. If the target
than an average werewolf’s. When transfiguring into is prone, the werewolf can make one bite attack against it
a beast, the apex becomes a dire wolf. Its hybrid form as a bonus action.
is a hulking lupine savage whose howl strikes primal
fear into the hearts of mortal men. It revels in the terror Regeneration. The werewolf regains 10 hit points at the
and agony it can inflict with its fangs and thereby start of its turn if it has at least 1 hit point and isn’t
eschews mortal weaponry. It can transfigure in a flash, poisoned. If the werewolf takes damage from a silvered
and even sharpen its fingernails into claws while in its weapon, this trait doesn’t function at the start of the were-
humanoid form. wolf’s next turn.
Werewolf Apex Actions
Medium humanoid (any race, shapechanger), chaotic evil Multiattack. The werewolf makes two attacks, only one of
which can be with its bite.
Armor Class 14 in humanoid form, 17 (natural armor) in beast
or hybrid form Bite (Beast or Hybrid Form Only). Melee Weapon Attack:
+11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing
Hit Points 180 (24d8 + 72) damage on a hit. If the target is a humanoid, it must
Speed 40 ft. (50 ft. in beast and hybrid form, climb 50 ft. in succeed on a DC 16 Constitution saving throw or be cursed
with werewolf lycanthropy.
hybrid form)
Claws (Humanoid or Hybrid Form Only). Melee Weapon
STR DEX CON INT WIS CHA Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6)
22 (+6) 19 (+4) 17 (+3) 12 (+1) 17 (+3) 16 (+3) slashing damage.
Saving Throws Str +11, Dex +9, Wis +8, Cha +8 Slam (Humanoid Form Only). Melee Weapon Attack: +11 to hit,
reach 5 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.
Skills Athletics +11, Acrobatics +9, Perception +13, Survival +8
Eviscerate (Hybrid Form Only; Recharge 5-6). The werewolf
Damage Immunities bludgeoning, piercing, and slashing makes four claw attacks against one creature. Regardless of
whether the attacks hit or miss, the target must succeed on
from nonmagical weapons that aren’t silvered a DC 16 Wisdom saving throw or be frightened for 1 minute.
The creature can repeat this saving throw at the end of its
Condition Immunities charmed, frightened turns, ending this effect on a success.
Senses darkvision 60 ft., passive Perception 23 Legendary Actions
Languages any one language (can’t speak in beast form) The werewolf can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
Challenge 15 (13,000 XP) Proficiency Bonus +5 at a time and only at the end of another creature’s turn.
The werewolf regains spent legendary actions at the start
Shapechanger. The werewolf can use a bonus action to poly- of its turn.
morph into a Large wolf-humanoid hybrid or into a Large
dire wolf, or back into its true form, which is humanoid. Its Attack. The werewolf makes one attack.
statistics, other than its size and AC, are the same in each
form. Any equipment it is wearing or carrying isn’t trans- Move. The werewolf moves up to its speed without provoking
formed. It reverts to its true form if it dies. opportunity attacks.
Terrifying Howl (Costs 2 Actions). The werewolf unleashes
a blood-curdling howl. Creatures within 30 feet of the
werewolf that can see or hear it must succeed on a DC 16
Wisdom saving throw or become frightened until the end of
the werewolf’s next turn.
135
Chapter 5
The Hunter’s Arsenal
T here are many items, both magical and Alchemical Elixirs
mundane, that can be used to detect, combat,
and kill lycanthropes, as described by Rudolph Since antiquity, alchemists have sought elixirs to
van Richten. This chapter presents several elixirs, traps, combat the lycanthropic threat. Every elixir below
and magic items that prove useful against the lycan- requires a set amount of labor time, measured in
thrope threat. It also provides rules for lycanthropic either hours, days, or workweeks, along with raw
anathemas and the unconventional weaponry that can materials that are consumed upon use and a successful
be used to bypass their immunity to most attacks. Intelligence check using alchemist’s supplies. On
a failed check, the materials are consumed and the
Mundane Items labor is wasted.
A monster hunter carries a wide assortment of gear to Crafting Alchemical Elixirs
grapple with the lycanthropic threat.
Elixir Time Cost DC
5 sp 13
The Hunter’s Arsenal beast’s bane tonic 1 hour 15 gp 16
300 20
Item Cost bloodrage sedative 1 workweek 25 gp 15
beast’s bane tonic 5 gp 10 gp 14
belladonna (1 sprig) 5 gp lycanbane draught 1 workweek 15 gp 18
bloodrage sedative 30 gp 300 gp 24
camphor (1 gram) 10 gp moonwrought tonic 1 day
lycanbane draught 500 gp
mercury (1 gram) 3 gp perfume of masking 1 day
moonwrought tonic 50 gp
perfume of masking 15 gp poison of immutability 2 workweeks
poison of immutability 40 gp
silvered caltrops 10 gp werebeast serum 1 month
silvered chain 25 gp
silvered hunting trap 50 gp Beast’s Bane Tonic
werebeast serum 300 gp
werejaguar blood 150 gp A beast’s bane tonic is a paste used to slow a lycan-
wereviper venom 100 gp thropic infection, thereby allowing a victim to reach a
wolfsbane (1 sprig) 3 gp healer. The tonic must be applied to the wound within
ten minutes to be effective. The tonic incorporates soil
and rainwater (or seawater) of the local region, as well
as simple herbs.
As an action, the tonic can be applied to an open
wound inflicted by a lycanthrope, increasing the
duration of the first stage of lycanthropic infection by
1d4 + 4 hours. Up to three doses can be used on a single
creature to delay infection. See the “Incubation” section
of chapter 2 for details.
136
Bloodrage Sedative Perfume of Masking
A bloodrage sedative inhibits a lycanthrope’s Beast Perfume of masking hides one’s scent from lycanthropic
Within, allowing them to better resist its urges. The senses, but not that of ordinary beasts. The perfume
sedative lasts for 1d6 + 12 hours, during which the incorporates a noxious and overpowering agent, as well
lycanthrope has advantage on Charisma saving throws as rare spices.
made to resist a bloodlust triggered by danger or
emotions. Additionally, the lycanthrope has advantage As an action, you can spray a creature with the
on saving throws against being frightened. If the lycan- perfume. For the next hour, lycanthropes that are
thrope has thus far resisted their curse, they have more than 10 feet away from a perfumed creature fail
advantage on Charisma saving throws made to control to detect it with Wisdom (Perception) checks that
the Beast Within for the duration (see the “Controlling rely on smell.
the Curse” section of chapter 2).
Poison of Immutability
Lycanbane Draught
Poison of immutability is an inhalant that robs a lycan-
A lycanbane draught is a vital component of curing an thrope of their ability to shapeshift, trapping them
individual of their lycanthropy. The draught prepares in whatever form they currently have assumed. The
the lycanthrope for the Ritual of Cleansing; without poison incorporates a neurotoxin, such as the venom of
it, a lycanthrope can’t be cured of their affliction. The a serpent, then is condensed into a vapor that must be
formula requires rare materials, as well as the lycan- contained in a vial or some other receptacle.
thrope’s phenotypical anathema. A draught expires
after the rise of the next new moon. As an action, the inhalant can be released, covering
a 10-foot-cube for up to 1 minute or until a wind of
Upon imbibing the draught, the lycanthrope must moderate or greater speed (at least 10 miles an hour)
make a DC 15 Constitution saving throw, taking 14 disperses it. A lycanthrope subjected to this poison
(4d6) poison damage on a failed save, or half as much must make a DC 13 Constitution saving throw. On a
damage on a successful one. The lycanthrope is also failed save, the lycanthrope can’t willingly use their
poisoned for 1 hour. Shapechanger trait for the next minute. They can repeat
their saving throw at the end of their turns, ending this
Moonwrought Tonic effect on a success. Transfiguration can still be triggered
by danger and change triggers.
A moonwrought tonic inures its imbiber against lycan-
thropy of a particular phenotype, and is a vital piece of Werebeast Serum
a lycanthrope hunter’s arsenal. True to its name, the
tonic must be mixed under the light of the full moon, A dangerous draught, a lycan serum inoculates a patient
and it incorporates the flesh, blood, or fang of a were- against a strain of lycanthropy—or infects them with
beast’s symbolic animal. A tonic loses its potency that foul disease. It incorporates the blood of at least
after 1d4 months. six lycanthropes of the same phenotype. If the body
conquers the agent, they become immune to lycan-
A creature that imbibes this tonic as an action has thropy of a particular werebeast phenotype for 1d6 + 4
advantage on Constitution saving throws made to resist years. The serum has no effect on creatures already
contracting lycanthropy of a particular phenotype type. infected with lycanthropy in any capacity.
This benefit lasts for 1 hour.
The serum must be injected into a creature’s blood-
stream. The creature is then stunned for the next 10
minutes, as their body battles the infection. After 10
minutes, the creature must make a DC 15 Constitution
saving throw, taking 1d3 levels of exhaustion on a failed
save, or 1 level on a successful one. If the creature rolls
a 1 on their saving throw (regardless of any modifiers
or spells affecting the result), they become cursed with
lycanthropy and immediately enters a bloodlust (see
chapter 2 for bloodlust rules). A random lycanthrope
whose blood was used in the serum is considered the
newly infected patient’s lycanthropic sire.
137
Anathemas Belladonna
Every lycanthrope has an anathema—an herb or Known to botanists as atropa belladonna and to
chemical that proves deadly when ingested. This laypeople as deadly nightshade, this herb is one of
section details each anathema. Notably absent is the the most toxic in the world. It has been historically
wererat’s anathema, which can differ wildly among used for assassination, anesthesia, and in cosmetics.
different wererat lineages. It is lethal to werebears. Belladonna can be found in
temperate forests.
Some anathemas can be further used to craft concoc-
tions and traps that further harry a lycanthrope. Belladonna is an herbaceous plant with faintly
purple, bell-shaped leaves with a green trim. The foliage
A m ar anth is slightly fragrant. The plant produces sweet, green
berries that ripen to black. Belladonna can be identified
Amaranth (amaranthus to botanists) is a purple, with a successful DC 13 Intelligence (Nature) check. A
maroon, or crimson flower native to tropical lowlands DC 13 Wisdom (Survival) check identifies the berries as
but also grown much throughout the world. It is unsafe to eat but does not identify the plant.
sometimes referred to as pigweed. Its seeds are used
as grain, its flowers as decorations, and its leaf and Consumption. A creature that consumes belladonna
roots used in stews. It is lethal to werewalruses. It is poisoned for 1d4 + 1 days and must make on a DC
can be identified with a successful DC 13 Intelligence 15 Constitution saving throw, taking 10 (3d6) poison
(Nature) check. damage on a failed save, or half as much damage on a
successful one.
Consumption. A werewalrus that consumes
amaranth is poisoned for 1 hour and must make a DC A werebear that consumes belladonna is poisoned
14 Constitution saving throw, taking 38 (4d8 + 20) for 1d6 + 2 days and must make a DC 20 Constitution
poison damage on a failed save, or half as much damage saving throw, taking 156 (18d8 + 75) poison damage
on a successful one. on a failed save, or half as much damage on a
successful one.
Baobab Seed Powder
Concoctions. Belladonna can be refined into eye
The baobab tree (adansonia to scholars) is indigenous to droplets used in cosmetics. The drops dilate pupils in
savannas and lands frequented by werelions and were- a way that many consider attractive. Creating a vial
cheetahs. It is often referred to as the “upside-down of droplets requires a successful DC 14 Intelligence
tree” in folklore. It bears large, hard-shelled fruit that check using alchemist’s supplies plus 5 sp worth of
proves difficult to open. The seeds can be ground into a materials, which are consumed. If belladonna droplets
powder that is lethal to werecheetahs. One fruit’s seeds are dropped into a werebear’s eyes, they must succeed
can be ground into ten grams of powder with a mortar on a DC 22 Constitution saving throw or be blinded for
and pestle. The tree can be identified with a DC 11 1d8 + 4 hours.
Intelligence (Nature) check.
Consumption. A werecheetah that consumes baobab
powder is poisoned for 1d4 hours and must make a DC
15 Constitution saving throw, taking 42 (6d8 + 15) on a
failed save, or half as much damage on a successful one.
Concoctions. Baobab seed powder can be further
refined into a dust that can coat up to a 20-foot-cube
per kilogram. A werecheetah that starts their turn in
this area has disadvantage on saving throws and fails
Wisdom (Perception) checks that rely on smell.
138
Camphor Crowpoison
Camphor is an aromatic wax derived from the wood Nothoscordum bivalve, known commonly as crowpoison
of evergreen trees. It has several uses in traditional or false garlic, is a wild scentless flower frequented by
medicine and religious ceremonies. It is lethal to butterflies. It is lethal to wereravens. It can be identified
wereboars. Camphor is found in the wood of kapur with a successful DC 14 Intelligence (Nature) check.
trees and camphor laurel trees. When ten pounds of
the wood chips are roasted, camphor is released as a Consumption. A wereraven that consumes a sprig of
vapor. Passing the vapor through steam condenses crowpoison is poisoned for 1d6 hours and must make a
it into a wax. A character that succeeds on a DC 13 DC 13 Constitution saving throw, taking 41 (7d8 + 10)
Intelligence check using alchemist supplies can safely poison damage on a failed save, or half as much damage
extract 1d4 doses of camphor from the wood over the on a successful one.
course of an hour.
Concoctions. Crowpoison can be baked into food
A DC 13 Intelligence check recalls information about without neutralizing its potency.
camphor: a Medicine check for its medicinal uses, a
History check about its worth, a Religion check for its Date Palms
ritualistic uses, and a Nature check to determine how
to produce it. Dates (phoenix dactylifera to botanists) grow in arid
regions and are a staple fruit of many cultures. Dates are
Consumption. A creature that consumes camphor lethal to werehyenas.
must make a DC 12 Constitution check, taking 1 poison
damage for every gram of camphor ingested on a failed Consumption. A werehyena that consumes a date
save, or half as much damage on a successful one. On a is poisoned for 1 minute and must make a DC 13
failed save, the creature is also poisoned for 1 hour. Constitution saving throw, taking 41 (7d8 + 10) poison
damage on a failed save, or half as much damage on a
A wereboar that consumes camphor is poisoned for successful one.
1d8 + 12 hours, and must make a DC 17 Constitution
saving throw, taking 84 (12d8 + 30) poison damage on Concoctions. Dates can be distilled into wine
a failed save, or half as much damage on a successful over the course of a week with a successful DC 13
one. The camphor is neutralized if it is cooked into food Intelligence check using brewer’s supplies. A werehyena
or heated to 408 degrees Fahrenheit. that drinks date wine takes twice as much damage as
they would from the consumption of a date.
Concoctions. Camphor can be used to debilitate
wereboars if at least ten grams are applied to a bandage Ginseng
and affixed to a wereboar. The topical agent burns the
wereboar. When the wereboar starts their turn with the Ginseng is an herb often used in food, drink, and
topical agent on their skin, they take 1d4 acid damage medicine. The herb is native to jungles and can be iden-
for every ten grams (up to 5d4). If at least fifty grams tified with a DC 12 Intelligence (Nature) check. Ginseng
are applied to their skin, the wereboar must succeed is lethal to weretigers.
on a DC 17 Constitution saving throw or be incapac-
itated for up to 1 minute, repeating this saving throw Consumption. A weretiger that consumes a ginseng
at the end of their turns, ending the effect on a success. root is poisoned for 1d4 + 2 days and must make a DC
A creature can use an action to scrape off any camphor 15 Constitution saving throw, taking 147 (18d8 + 75)
wax on their body. poison damage on a failed save, or half as much damage
on a successful one.
Concoctions. Ginseng can be made into a tea that
incapacitates a weretiger. A weretiger that drinks
ginseng tea must succeed on a DC 15 Constitution
saving throw. On a failed save, the weretiger is
poisoned for 1 hour. While poisoned, the weretiger is
incapacitated.
139
Juniper Berries Mangrove Root
The juniper tree is widespread. Its fruit are berry-like in Mangroves grow in brackish water throughout the
appearance but are actually fleshy cone seeds. Junipers tropics. A mangrove tree can be identified with a DC 12
are used to flavor gin. The berries of some species Intelligence (Nature) check. Boiled mangrove roots are
are toxic, but not deadly. Juniper berries are lethal to lethal to weresharks.
werefoxes. A DC 11 Intelligence (Nature) check recalls
that juniper trees thrive in a variety of environments, Consumption. A wereshark that consumes a boiled
including forests and arid regions. mangrove root is poisoned for 1d8 + 4 hours and must
make a DC 15 Constitution saving throw, taking 123
Consumption. A werefox that consumes a handful (14d8 + 60) poison damage on a failed save, or half as
of juniper berries (whether solid or crushed into a much damage on a successful one.
juice) is poisoned for 1 hour and must make a DC 13
Constitution saving throw, taking 28 (4d8 + 10) poison Mercury
damage on a failed save, or half as much damage on a
successful one. Mercury is a rare and toxic element most often found
in cinnabar ore. Pure liquid mercury is lethal to were-
Concoctions. Juniper berries can be used to brew jaguars. Extracting mercury from cinnabar ore requires
gin. A werefox that consumes one glass (250 mL) of gin a successful DC 14 Intelligence check using alche-
must succeed on a DC 17 Constitution saving throw or mist’s supplies.
be poisoned for the next 10 minutes. With a successful
DC 13 Intelligence check using brewer’s supplies, Consumption. A creature that consumes pure liquid
gin can be fermented over the course of a week after mercury is poisoned for 1d4 days and must make a DC
expending 2 sp worth of materials. 18 Constitution saving throw, taking 14 (4d6) poison
damage on a failed save, or half as much damage on a
M andr ake successful one.
Mandrake is a toxic and cursed herb that unleashes A werejaguar that consumes one gram of pure liquid
a deathly shriek when plucked from the ground. mercury is poisoned for 2d4 + 2 days and must make a
Mandrake is lethal to werecrocodiles and grows in DC 23 Constitution saving throw, taking 66 (8d8 + 30)
forests and swamps. Its root can be identified with a poison damage on a failed save, or half as much damage
successful DC 13 Intelligence (Nature) check and a on a successful one.
successful DC 13 Intelligence (Arcana) check recalls its
deathly nature. Concoctions. Mercury can be heated to release
an extremely toxic vapor with a successful DC 14
When mandrake is pulled from soil, creatures (other Intelligence check using alchemist’s supplies. The
than undead and constructs) within 10 feet of the herb vapor fills a 20-foot cube and lasts for up to 10 minutes
that can hear its shriek must make a DC 11 Constitution or until a wind of moderate or greater speed (at least
saving throw, dropping to 0 hit points on a failed save, 10 miles an hour) disperses it. Creatures that start their
or taking 1d4 psychic damage on a successful one. turn in the area without holding their breath must
succeed on a DC 18 Constitution saving throw or be
Consumption. A creature that ingests mandrake poisoned for 2d6 + 4 hours. A werejaguar makes this
must make a DC 14 Constitution saving throw or saving throw with disadvantage.
be poisoned for 1d4 + 2 hours. While poisoned, the
creature suffers from hallucinations and disorientation;
they have disadvantage on Wisdom saving throws and
Constitution saving throws to maintain concentration.
A werecrocodile that consumes mandrake is
poisoned for 1d10 minutes and must make a DC 19
Constitution saving throw, taking 147 (16d8 + 75)
poison damage on a failed save, or half as much damage
on a successful one.
Concoctions. Mandrake can be substituted for a chief
ingredient when crafting oil of etherealness. If used, the
cost to craft the potion is halved.
140
Skullcap Werejaguar Blood
Named so for their resemblance to the cervelliere Werejaguar blood can be harvested from an incapaci-
helmet, skullcap (scutellaria) is a flowering herb related tated werejaguar, or from one that has died in the last
to mints. They are traditionally used in folk medicine to 24 hours. When drunk, werejaguar blood doesn’t infect
purge the blood and body of superficial evils. The herb the imbiber with lycanthropy but instead imbues them
can be identified with a DC 13 Intelligence (Nature) with rage. Werejaguar blood is lethal to werepythons.
check. Skullcap is lethal to werebats.
Consumption. A humanoid that isn’t a werejaguar
Consumption. A werebat that ingests a sprig of that consumes werejaguar blood must make a DC 13
skullcap is poisoned for 1d6 hours and must make a Wisdom saving throw. On a failed save, the character is
DC 13 Constitution saving throw, taking 41 (7d8 + 10) driven into a wild frenzy; for the next 10 minutes, their
poison damage on a failed save, or half as much damage melee attacks deal +1 damage, their speed increases
on a successful one. by 10 feet, and they have the following flaw: “I revel in
destruction.”
Concoctions. Skullcap nectar is noxious to a
werebat. It can be refined into oil with the expendi- A werepython that consumes werejaguar blood is
ture of 25 sp worth of materials and a successful DC 12 poisoned for 1d6 + 4 hours and must make a DC 15
Intelligence check using alchemist’s supplies. One dose Constitution saving throw, taking 66 (8d8 + 30) poison
can permeate a 20-foot cube damage on a failed save, or half as much damage on a
with a stench detested by successful one.
werebats. A werebat affected
by this stench has disadvan- Concoctions. Werejaguar blood can be substituted
tage on Wisdom (Perception) for a chief ingredient when crafting oil of sharpness. If
checks that rely on smell used, the cost of crafting the potion is halved.
and disadvantage on attack
rolls against targets in the Wereviper Venom
area. The oil dissipates after
1d4 + 4 hours. Wereviper venom can be extracted from an inca-
pacitated wereviper or one that has died in the last
24 hours. It is lethal to werevipers when consumed,
whether that venom was extracted from their own
fangs or those of another wereviper’s.
Consumption. A wereviper that ingests wereviper
venom is poisoned for 1d4 hours and must make a DC
18 Constitution saving throw, taking 57 (6d8 + 30)
poison damage on a failed save, or half as much damage
on a successful one.
Concoctions. Wereviper venom can be used
as a poison if coated on a weapon, trap, or
object that deals piercing or slashing damage. A
creature subjected to the poison must make a DC
14 Constitution saving throw, taking 22 (5d6)
poison damage on a failed save, or half as much
damage on a successful one. On a failed save,
the creature is also poisoned for 1 hour. While
poisoned, the creature is incapacitated.
141
Whistling Thorn Gum Wolfsbane
Acacia drepanolobium, or whistling thorn, is a thorntree Wolfsbane (aconitum to botanists) is an extremely toxic
native to savannas. The tree can be identified with herb that grows in the rich soil of mountain meadows.
a successful DC 14 Intelligence (Nature) check. The It can be identified with a successful DC 16 Intelligence
gum of the tree is lethal to werelions. Additionally, the (Nature) check. Wolfsbane is lethal to werewolves.
thorns can harm a werelion, bypassing their immunity
to non-silvered weaponry. Consumption. A creature that consumes wolfsbane
is poisoned for 1 hour and must make a DC 14
Consumption. A werelion that consumes whistling Constitution saving throw, taking 7 (2d6) poison
thorn gum is poisoned for 1 hour and must make a DC damage on a failed save, or half as much damage on a
15 Constitution saving throw, taking 75 (10d8 + 30) successful one.
poison damage on a failed save, or half as much damage
on a successful one. A werewolf that consumes wolfsbane is poisoned for
1d4 hours and must make a DC 19 Constitution saving
Concoctions. With a successful DC 14 throw, taking 70 (9d8 + 30) poison damage on a failed
Intelligence check using alchemist’s supplies, save, or half as much damage on a successful one.
whistling thorn gum can be heated and
broken down into a poison to coat ammu- Concoctions. Wolfsbane can be made into an
nition. A werelion takes an extra 1d6 poison incense noxious to werewolves. 1d4 + 1 doses are
damage from a piece of ammunition coated created by expending 25 gp and succeeding on an
in the poison, which is applied as an action Intelligence check using alchemist’s supplies. One
and expires 1 minute after applying it tincture of wolfsbane incense burns for 1d4 + 6
to ammunition. hours and is dispersed by a wind of moderate
or greater speed (at least 10 miles per hour).
Werewolves within 100 feet of burning incense
suffer disadvantage on Wisdom (Perception) checks
that rely on smell, and automatically fail such checks
when within 20 feet of it. A werewolf within 10 feet
of burning wolfsbane incense suffers disadvantage
on attack rolls.
142
Traps & Restraints Silvered Hunting Trap
Ordinary traps and restraints fail to incapacitate a Silvered hunting traps are forged from a silver alloy.
lycanthrope for long. Monster hunters resort to traps Burned by the touch of silver, lycanthropes face a far
made of silver to better harry their prey. more difficult time freeing themselves from the trap.
Silvered Caltrops When you use your action to set this trap, it forms a
saw-toothed steel ring that snaps shut when a creature
Silvered caltrops are forged from a silver alloy and steps on a pressure plate in the center. The trap is
treated with long-lasting oil. To an ordinary person, the affixed by a heavy chain to an immobile object, such as
caltrops seem normal, but to a lycanthrope, their sheen a tree or a spike driven into the ground. A creature that
is almost blinding. steps on the plate must succeed on a DC 13 Dexterity
saving throw or take 1d4 piercing damage and stop
As an action, you can spread a single bag of caltrops moving. Thereafter, until the creature breaks free of
to cover a 5-foot-square area. Any creature that enters the trap, their movement is limited by the length of
the area must succeed on a DC 15 Dexterity saving the chain (typically 3 feet long). A creature can use
throw or stop moving and take 1 piercing damage. A their action to make a DC 13 Strength check, freeing
lycanthrope that fails their saving throw takes 2d4 themselves or another creature within their reach on a
piercing damage. Until the creature regains at least 1 success. Each failed check deals 1 piercing damage to
hit point, their walking speed is reduced by 10 feet. A the trapped creature.
creature moving through the area at half speed doesn’t
need to make the saving throw. For a lycanthrope, the Dexterity saving throw’s DC
increases to 16 and the damage to 3d4. The DC of the
If the caltrops are in a brightly lit area, lycanthropes Strength check increases to 16 and every failed check
within 10 feet of the caltrops have disadvantage on deals 4 piercing damage to the lycanthrope.
Wisdom (Perception) checks that rely on sight.
Silvered Chain
Silvered chains are weaker than iron but burn lycan-
thropes. A ten-foot section of chain has 8 hit points
and can be burst with a successful DC 17 Strength
check. A lycanthrope that starts their turn restrained
by silvered chains takes 1d4 acid damage and must
succeed on a DC 14 Charisma saving throw to use its
Shapechanger trait.
143
Weapons Cold-Forged Iron
Lycanthropes are infamously unharmed by most Weapons
attacks. They can, however, be harmed by silvered
weapons. Some lycanthrope phenotypes are also Weapons of cold-forged iron can harm werebears.
harmed by weapons of a particular origin befitting the This process is long and arduous and produces brittle
lycanthrope’s symbolic beast. weapons that prove less effective against other
creatures. Few blacksmiths practice the art, making the
Bone-Fashioned weapons rare. A cold-forged iron weapon is worth an
additional 10 gp above its usual price.
Weapons
Properties. A cold-forged iron weapon has the
Several lycanthropes are vulnerable to weapons following properties:
fashioned from the fangs and bones of other creatures:
werefoxes and canine bones, werewalruses and whale- Brittle. The weapon shatters after three critically failed
bones, and wereserpents and the fangs of a mongoose. attack rolls with the weapon. Additionally, it deals
A weapon can be fashioned from bones with leath- -1 damage (to a minimum of 1 damage) to creatures
erworker’s tools, requiring three hours of labor. other than werebears.
Typically, arrows, daggers, clubs, and spears can be
made from bone. Werebear-bane. The weapon deals two extra dice
of its damage when you hit a werebear with it.
Properties. A weapon fashioned from a canine bone Additionally, it scores a critical hit on a roll of 19 or
or fang has the following properties: 20. This attack ignores a werebear’s immunity to
damage dealt by non-silvered, nonmagical attacks.
Very Brittle. The weapon shatters after two critically
failed attack rolls with the weapon. Additionally, the Copper-Forged Weapons
weapon has a −2 damage penalty (to a minimum of
1 damage) when used against creatures other than a Werehyenas can be harmed by copper-forged weapons,
werefox, werewalrus, or wereserpent. which are easily bent or broken. A copper weapon is
worth 10 gp less than its usual price.
Lycan-bane. The weapon deals two extra dice of
its damage when you hit the appropriate lycan- Properties. A weapon fashioned from whalebone or
thrope with it. This attack ignores the lycanthrope’s whale fangs has the following properties:
immunity to damage dealt by non-silvered, nonmag-
ical attacks. Brittle. The weapon shatters after three critically failed
attack rolls with the weapon. Additionally, the
weapon has a −1 damage penalty (to a minimum
of 1 damage) when used against creatures other
than werehyenas.
Werehyena-bane. The weapon deals one extra dice of
its damage when you hit a werehyena with it. This
attack ignores a werehyena’s immunity to damage
dealt by non-silvered, nonmagical attacks.
144
Flint-Edged Weapons Petrified Wood-
Fashioned Weapons
The use of flint predates metallurgy; its ancient legacy
allows it to harm werecrocodiles. Flint can be used Weapons fashioned from wood petrified by either
to create daggers, arrows, crossbow bolts, and spears natural or magical means can harm weresharks. With
using smith’s tools. woodcarver’s tools, a dagger, spear, club, or ten arrows
can be fashioned from petrified wood over the course of
Properties. A flint-edged weapon has the 1d4 hours of labor.
following properties:
Properties. A weapon fashioned from petrified wood
Extremely Brittle. The weapon shatters after one criti- has the following properties:
cally failed attack roll with the weapon. Additionally,
the weapon has a −3 damage penalty (to a minimum Very Brittle. The weapon shatters after two critically
of 1 damage) when used against creatures other failed attack rolls with the weapon. Additionally, the
than werecrocodiles. weapon has a −2 damage penalty (to a minimum
of 1 damage) when used against creatures other
Werecrocodile-bane. The weapon deals two extra than weresharks.
dice of its damage when you hit a werecrocodile
with it. Additionally, it scores a critical hit on a roll Wereshark-bane. The weapon deals two extra dice
of 19 or 20. This attack ignores a werecrocodile’s of its damage when you hit a wereshark with it.
immunity to damage dealt by non-silvered, nonmag- Additionally, it scores a critical hit on a roll of 19 or
ical attacks. 20. This attack ignores a wereshark’s immunity to
damage dealt by non-silvered, nonmagical attacks.
Obsidian-Edged
Pigsticker
Weapons
A pigsticker is a spear consisting entirely of wood. It
Obsidian-edged weapons are rare weapons that can can harm wereboars if it is bereft of any metal imple-
harm werecats. Arrows, clubs, and spears can be edged ments. It counts as an improvised weapon. A pigsticker
with obsidian, thereby producing daggers, shorts- can be fashioned from a 5-foot-length of wood with
words, spears, and longswords (traditionally known woodcarver’s tools. Crafting a pigsticker requires one
as macuahuitl). To do so requires smith’s tools and six hour of labor.
hours of labor.
Properties. A pigsticker has the following properties:
Properties. A cold-forged iron weapon has the
following properties: Extremely Brittle. The weapon shatters after one criti-
cally failed attack roll with the weapon. Additionally,
Werecat-bane. The weapon deals two extra dice of its the weapon has a −3 damage penalty (to a minimum
damage when you hit a werecat with it. Additionally, of 1 damage) when used against creatures other
it scores a critical hit on a roll of 19 or 20. This attack than wereboars.
ignores a werecat’s immunity to damage dealt by
non-silvered, nonmagical attacks. Wereboar-bane. When used against a wereboar, the
pigsticker deals 3d6 piercing damage on a hit and
scores a critical hit on a roll of 19 or 20. This attack
ignores a wereboar’s immunity to damage dealt by
non-silvered, nonmagical attacks.
Silvered Weapons
Lycanthropes can be harmed by silvered weapons.
A single weapon or ten pieces of ammunition can be
plated with silver for 100 gp. This cost represents not
only the price of the silver, but the time and expertise
needed to add silver to the weapon without making it
less effective.
145
Magic Items Lantern of
Although few and far between, there exist several magic Lycanthrope Tracking
items that mortals have used since to combat the lycan-
thrope threat: Wondrous item, uncommon
Ammunition of This hooded lantern burns for 6 hours on 1 pint of oil,
Tr acking shedding bright light in a 30-foot radius and dim light
for an additional 30 feet.
Ammunition, uncommon
As an action, you can speak the lantern’s command
When you shoot a creature with this magic ammu- word, provided it is lit and you are in darkness. For the
nition, it continues to bleed, albeit harmlessly. For next hour, the lantern reveals the tracks of any lycan-
the next hour, the creature’s blood shines with phos- thrope within 30 feet, which glow with a faint, ivory
phorescent light, granting you advantage on Wisdom light, even if the tracks can’t be seen by the naked eye.
(Survival) checks made to track the creature and Once this property is used, it can’t be used again until
Wisdom (Perception) checks made to see the blood. the next dawn.
Mithril Lycanthrope’s
Muzzle
Wondrous item, rarity varies
This expertly crafted muzzle is forged from mithril and
fitted for one particular lycanthrope phenotype. As an
action, you can speak the muzzle’s command word and
clasp the muzzle to an incapacitated lycanthrope of
that phenotype; the muzzle then magically changes to
perfectly fit the lycanthrope’s face. If the lycanthrope
transforms into its humanoid, hybrid, or beast form, the
muzzle transforms as well so as to fit the anatomy of
whatever form the lycanthrope takes.
A creature can attempt to unlock the muzzle once per
day, regaining the ability to do so at dawn. To remove
the muzzle, the creature must use an action and succeed
on a DC 18 Charisma saving throw. A remove curse spell
cast upon the muzzle also unlocks it. A lycanthrope
apex automatically succeeds on this saving throw.
146
Mithril Lycanthrope’s Muzzle Periapt of
Lycanthrope Phenotype Rarity Lycan Immunity
werebat rare Wondrous item, very rare (requires attunement)
werebear very rare While wearing this periapt, you automatically succeed
on Constitution saving throws against contracting
wereboar rare lycanthropy.
werecheetah uncommon Shackles of
werecrocodile very rare Lycanthropic Binding
werefox uncommon Wondrous item, very rare
werehyena rare These shackles are often found as a set of 1d3 + 1 pieces,
one for every limb of a lycanthrope. As an action, you
werejaguar very rare can clasp a shackle around an incapacitated lycan-
thrope. The shackles adjust to fit a creature of Tiny to
werelion rare Large size. In addition to acting as mundane shackles,
the lycanthrope can’t willingly use its Shapechanger
werepython rare trait, except when triggered by danger or change. While
shackled, the lycanthrope also can’t infect humanoids
wererat uncommon with lycanthropy.
wereraven uncommon You and any creature you designate when you use
the shackles can use an action to remove them. Once
werewalrus uncommon every week, the bound lycanthrope can make a DC 30
Strength (Athletics) check to escape from the shackles,
wereshark very rare destroying them on a success The lycanthrope has
advantage on this check on the night of a full moon
weretiger very rare or when another event that qualifies as a change
trigger occurs.
wereviper uncommon
werewolf rare
147
Appendix A
Glossary
Van Richten’s Treatise of Lycanthropy codifies the Lycanthropic Sire. The lycanthrope that infected a
following terms, making frequent reference to them in victim (regardless of gender). This sire must be
this supplement: slain before an infected lycanthrope can be cured of
their affliction.
Anathema. A substance, usually an herb or chemical,
that proves fatal when ingested by a lycanthrope, Lycanthropic Strain. The classification of the origin
even when consumed in trace amounts. Such of a lycanthrope’s curse, be they true lycanthropes,
anathemas include wolfsbane (anathematic to were- infected lycanthropes, or maledictive lycanthropes.
wolves) and mercury (anathematic to werejaguars).
Maledictive Lycanthrope. An individual cursed with
Apex. The ultimate and most legendary of lycanthropes, lycanthropy by powerful magic.
each born out of esoteric, violent, and internecine
measures. Engage with extreme caution! Phenotype. A species of lycanthrope, such as werewolf
or werecrocodile. Phenotypes share many observable
The Beast Within. The incarnation of a lycanthrope’s characteristics, such as behavior, dietary require-
curse representative of the id. This entity effectively ments, and social structures.
shares the soul of a lycanthrope and makes demands
upon its host. Purestrain Lycanthrope. Born from two true lycan-
thrope parents, this lycanthrope exerts great
Bloodlust. An involuntary transfiguration into the influence over beasts and werebeasts of its
hybrid form triggered by extraordinary circum- phenotype. Truly the “seventh son of a seventh son”
stances. During this period, the lycanthrope is driven of lycanthropes!
by hunger and rage.
Transfiguration. A lycanthrope’s act of shapeshifting
Infected Lycanthrope. A lycanthrope who contracted into its beast and hybrid forms.
their curse from an attack made by another
lycanthrope. Trigger. The phenomenon that causes a lycanthrope to
enter a bloodlust, such as the rise of the full moon,
Lycanthropic Lineage. A victim of lycanthropy joins danger, hunger, or an extreme emotional response.
a lycanthropic lineage—the bloodline of infected
victims, stretching back to the original lycanthrope True Lycanthrope. An individual that was born as a
that begat their foul dynasty. A lineage can include lycanthrope. While they cosmetically resemble their
lycanthropes of any strain but must belong to the parents’ humanoid ancestry, they are a separate
same phenotype. species entirely.
148
Appendix B
Quick References
Stat Blocks by Lycanthropes by
Challenge Rating Alignment
Challenge 2 Challenge 7 Lycanthrope Alignments
(450 XP) (2,900 XP)
Phenotype Alignment
Werebat Wereboar Marauder
Werecheetah Werewolf Alpha werebat lawful evil
Werefox
Wererat Challenge 8 werebear neutral good
Wereraven (3,900 XP)
Werewalrus wereboar neutral evil
Werebear Warden
Challenge 3 Werecheetah Apex werecat neutral
(700 XP) Werecrocodile Menace
Werefox Apex werecrocodile neutral evil
Werejaguar Wereraven Apex
Werelion werefox chaotic good
Werehyena Challenge 9
Werepython (5,000 XP) werehyena chaotic evil
Werewolf
Wererat Apex wererat lawful evil
Challenge 4 Werepython Apex
(1,100 XP) Wereshark Messiah wereraven lawful good
Werewalrus Apex
Wereboar wereserpent neutral evil
Weretiger Challenge 10
Wererat Brute (5,900 XP) wereshark lawful evil
Wereraven Spy
Wereviper Werebat Apex werewalrus neutral
Wereboar Apex
Challenge 5 werewolf chaotic evil
(1,800 XP) Challenge 11
(7,200 XP)
Werebear
Werecrocodile Werejaguar Apex
Werefox Puppeteer Werelion Apex
Werehyena Chillcackle Werehyena Apex
Wererat Mastermind Wereviper Apex
Wereraven Seer
Wereshark Challenge 13
Werewalrus Frostbiter (10,000 XP)
Werewolf Beta
Weretiger Apex
Werecrocodile Apex
Wereshark Apex
Challenge 15
(13,000 XP)
Werebear Apex
Werewolf Apex
149
Lycanthropes by Environment
Lycanthropes by Environment
Phenotype Preferred Environments Phenotype Preferred Environments
werecrocodile coastal, forest, swamp
werebat forest, hill werefox forest, urban
werehyena desert, grassland
werebear arctic, forest, hill wererat forest, urban
wereraven forest, urban
wereboar forest, grassland, hill wereserpent coastal, desert, forest, urban
wereshark coastal, underwater
werecat varies by subphenotype— werewalrus arctic, coastal, underwater
werewolf forest, hill
werecheetah grassland
werejaguar forest, hill
werelion grassland
weretiger desert, forest, grassland
Lycanthrope Vulnerabilities
Lycanthrope Vulnerabilities
Phenotype Weapon Anathema
skullcap
werebat silvered weapons (piercing only) belladonna
camphor
werebear silvered weapons, cold-forged iron weapons varies by subphenotype
baobab seed powder
wereboar silvered weapons, pigsticker mercury
whistling thorn gum
werecat silvered weapons, obsidian weapons ginseng
mandrake
werecheetah silvered weapons, obsidian weapons juniper berries
date palms
werejaguar silvered weapons, obsidian weapons varies
crowpoison
werelion silvered weapons,obsidian weapons varies by subphenotype
werejaguar blood
weretiger silvered weapons, obsidian weapons wereviper venom
mangrove root
werecrocodile silvered weapons, flint weapons amaranth
wolfsbane
werefox silvered weapons, bone (canine)
werehyena silvered weapons, copper weapons
wererat silvered weapons
wereraven silvered weapons
wereserpent silvered weapons (slashing only)
werepython silvered weapons (slashing only)
wereviper silvered weapons (slashing only)
wereshark silvered weapons, petrified wood
werewalrus silvered weapons bone (whale)
werewolf silvered weapons
150