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Published by keenybobcat20202, 2022-02-03 14:11:10

Van Richten's Treatise on Lycanthropy

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Werewolves the werewolf as an outlier to the pattern exhibited. For
the host always initially fights the machinations of the
Finally, dear reader, we come to the last entry in my Beast Within, and while many struggle to subdue it, the
findings throughout Darkon and beyond: the dreaded nature of the host’s curse always appears at odds with
werewolf. Libraries across the world hold much its bearer in the vast majority of circumstances. Yet the
common knowledge about these loathsome beasts, and dreaded werewolf, this lupine lycanthrope phenotype,
yet I still continue to discover new information each appears to have a particular trait within their curse
time I encounter them. Perhaps this is due to the lupine that deeply intertwines the host with the Beast Within,
lycanthrope strain being so varied and widespread? molding whatever personality it finds itself bound to
Regardless of the why, it is most important, especially and matching it perfectly with little margin for error.
in these dark times, to prepare oneself as readily as I have seen people bitten by lycanthropes, only to be
possible. For the night is dark, full of terror, blood, and perfectly fine and exhibit no external symptoms, as
betrayal, but most importantly of all—very likely full if they had already subdued their Beast Within and
of werewolves. retained their sense of self. It was only through years of
categorized observations that I realized this was never
Werewolf Nature the case. The Beast Within always instigates a conflict
between its personality and the host’s. It just chooses to
I have spent the majority of this book discussing the do so with a manipulative hand, preying on the fear and
impact of the Beast Within on its host, how each Beast suffering of its host until their mental strength wanes
Within appears to manifest its own personality, sharing enough for the Beast Within to take direct control.
common traits while developing its own sense of self
and means to enact its curse. But examining each
phenotype before me, I find myself referring back to

51

Werewolves are aggressive, bloodthirsty creatures Growing the Pack. Werewolves, unlike many of the
who revel in the hunt for their victims. Expect a other phenotypes I have written about in this tome,
werewolf to give chase if you run, and to also avoid adore having children. True werewolves almost always
any ambushes you might set. These creatures are have children of their own a year after meeting another,
fast, intelligent, and cunning foes, as evidenced and see each of their offspring as a new member to
by their high numbers in comparison to other show off in their ever-growing pack. Such children are
phenotypes on this list. closely guarded by the pack leaders, taken out on hunts
only once their triggers are under control, lest they
Werewolf become lost in the wilds and unable to be protected by
Vulner abilities the pack upon transforming back.

True to common knowledge, werewolves are partic- A werewolf’s most prominent trigger is that of their
ularly weak to silvered weapons. Additionally, I have loved ones—should one be killed, the grief and rage
found a concoction of freshwater, moss, and aconite— the pack feels can trigger a chain reaction of transfigu-
the aptly named wolfsbane—to be a fatal combi- rations. Thus, should you strike at the heart of a lycan
nation, very much worth the title of anathema. A pack, it is always important to have an exit strategy.
werewolf ingesting such a mixture will be dead in a
matter of minutes unless of a stronger breed, and even Even though there are many variants of werewolf
then, a successful dosage can have them poisoned for throughout the world, each pack follows the same
hours on end. hierarchical construction. Thus, to easily scatter a
pack, assassinating the alpha is the easiest method
Werewolf Behavioral of doing so. Should the pack have no alpha, it falls
Tr aits to the beta leaders to quarrel amongst themselves
to prove they are fit to lead the pack. In the ensuing
Werewolves act much like their lupine kin, hunting chaos, a strong arm and stronger silver is all it takes
in packs and operating in the twilight hours of a day. to eliminate the remaining threat.
These creatures are capable of living wherever their
mortal host has in the past; they long for no partic- Spreading the Curse
ular habitat, making them exceptionally widespread
and varied. All werewolves share a particular hierarchy, Werewolves spread their disease by both tooth and
however, looking to an alpha for leadership, who in claw. As these creatures always strike to kill, many of
turn delegates tasks to a handful of betas to take on their infections are considered accidental. Rare is it that
additional responsibilities, such as the running of a a werewolf willingly infects a host, unless the creature
community. These alphas rule a pack of lycanthropes in question has already proven their loyalty to the pack.
through might and fear, their regimes enforced by their Interestingly, the first new lunar cycle for an infected
betas to ensure only the strong survive. host usually results in their Beast Within driving them
to hunt down their attacker and exact their revenge,
When hunting, werewolves choose to maim their making it a useful tool for hunters looking to track
targets before going in for the kill, often leaving the down the location of a werewolf in the region.
wounded to bleed out or become targets of the younger
members of the pack. In a werewolf’s eyes, there is no An unusual, but effective, tactic to oust a werewolf
better rush than chasing down an unwounded, terrified infestation—if the host is willing—is to allow the
target—though as every werewolf goes for the kill, it’s infected to transform past their first lunar cycle and
not an overly common sight. seek out the werewolf pack with you tailing close
behind. It does require you to be chased back to the
town by the newly infected werewolf, should you
wish to cure them before their Beast Within takes
hold completely... but I did note it was unusual in
its execution.

52

Chapter 2

Lycanthropy Rules

T his chapter expands on the lycan- Tr ansmission
thropy information in the Monster Manual,
providing comprehensive rules on using lycan- Per the Monster Manual, a humanoid must make a
thropy in your game. Player characters and NPCs are Constitution saving throw every time they are hit
both beholden to these rules (with the exception of by a lycanthrope’s natural attacks (usually a bite).
players with the true lycanthrope ancestry). This understandably results in the Dungeon Master
becoming reluctant to pit lycanthropes against their
Infection party, lest the entire campaign be derailed. Once one
player character is a lycanthrope, it won’t be long before
Lycanthropy is both a curse and a magical disease. the rest of the party is as well.
It can’t be prevented or reversed by magic or other
features that render a creature immune to disease (such By contrast, this supplement takes the perspec-
as a paladin’s Divine Health), and it can’t be excised by tive that lycanthropy is better handled as a narrative
spells of lesser restoration or similar magic. development in the hands of the Dungeon Master, Not
every lycanthropic attack, whether made by a player
The following rules govern the transmission character or NPC, need transmit it, depending on the
of lycanthropy (be it from a true lycanthrope, an narrative the DM and players wish to create. They can
infected lycanthrope, or a maledictive lycanthrope). also decide long after the dust of combat has settled
The infection follows the same process regardless whether a character has been subjected to lycanthropy,
of the source. rather than rolling a Constitution saving throw after
each lycanthrope attack.
MALEDICTIVE LYCANTHROPY To that end, this chapter presents an alternate
rule that results in less bookkeeping for you and more
Intentionally infecting a creature with lycanthropy tension in the campaign. This approach helps control
requires immense magical power. This process often the spread of lycanthropy without eliminating the
includes dark arcane rituals; lycanthropy can also threat completely.
be inflicted by casting spells such as wish or bestow
curse (as a 9th-level spell). Maledictive lycanthropes
follow the same rules as infected or true lycanthropes,
though they have no chance to recover during an
incubation period, and immediately become a lycan-
thrope. A child born to a maledictive lycanthrope
mother is a true lycanthrope.

53

Variant: Transmitting moon, the death of a loved one, or one’s own imminent
death can cause an infected victim—even if they were
Lycanthropy infected only moments before—to immediately become
a full-fledged lycanthrope, suffer their first transfigura-
Lycanthropy can potentially be transmitted to tion, and enter a bloodlust.
humanoid targets if the lycanthrope makes an attack
with natural weapons that are able to transmit lycan- Remedies. During this stage of the infection, a
thropy (as described in their statistics in chapter 4), and remove curse or greater restoration spell automatically
if the attack meets one of the following criteria: cures the victim of lycanthropy. Alternatively, one of
the following remedies can be attempted, after which
• The lycanthrope scores a critical hit against the the victim must repeat their Constitution saving throw
humanoid with their natural weapons. against lycanthropy (using the same DC as their previ-
ously failed saving throw). On a success, they are
• The lycanthrope hits the humanoid with purged of lycanthropy. Should the remedy fail, the
their natural weapons while the humanoid is victim can still seek out alternative remedies they
incapacitated. have yet to try.

• The lycanthrope reduces the humanoid to 0 hit • The victim consumes the anathema lethal to the
points with their natural weapons. lycanthrope that infected them (e.g., wolfsbane for
werewolves; see chapter 5 for a complete list). The victim
• The lycanthrope hits the humanoid with their doesn’t count as a lycanthrope when consuming the
natural weapons while the humanoid is at 25% or anathema but does suffer any detriments normally
less of their hit point maximum (rounded down). experienced by uninfected creatures who ingest it.

When one of the above criteria are met, the humanoid • The victim consumes a lycanbane draught
target must succeed on a Constitution saving throw (see chapter 5).
(DC 8 + the lycanthrope’s Constitution modifier +
their proficiency bonus) or become infected with • The victim drinks the blood of their dead lycan-
lycanthropy. thropic sire.

Infection Stage Two: Metastasis
Progression
Once the initial stage has passed, the victim’s body
If a humanoid fails their initial Constitution saving begins to fight against the contagion. The victim suffers
throw against lycanthropy, they begin to progress inflammation, fevers, and hallucinations. Once every
through three stages of infection. As the infection 24 hours, they must succeed on a Constitution saving
progresses, it is increasingly difficult to cure the victim throw (of the same DC as before) or gain a level of
of their infection. After the third stage, a cure becomes exhaustion (up to four levels of exhaustion). A remove
virtually impossible, as discussed in the “Curing curse spell fails to cleanse the victim of lycanthropy.
Lycanthropy” section.
Duration. Metastasis lasts for 1d6 + 4 days,
Stage One: Incubation after which the victim progresses to the third stage
of infection.
A creature that succumbs to infection has mere hours
to purge it from their body. While the illness appears Remedies. The victim’s options become far more
to be a mundane disease to all outward inspection, limited in this stage. Regardless of their chosen remedy,
a detect poison and disease spell reveals the nature of the victim must also succeed on a DC 15 Constitution
the contagion. saving throw, otherwise the remedy fails. The remedies
below can purge lycanthropy:
Duration. The incubation period lasts for up to 24
hours, after which the victim progresses to the second • The victim consumes the anathema lethal to the
stage of infection. However, some circumstances can lycanthrope that infected them (e.g., wolfsbane for
speed the infection and solidify the curse’s grip on the werewolves; see chapter 5 for a complete list). The victim
victim. Phenomena such as the passing of dusk, the does count as a lycanthrope when they consume
rise of a waxing crescent moon, or the taste of a slain this material; however, they take only half the total
humanoid’s blood can each reduce the remaining poison damage the anathema usually inflicts.
period of time by 1d4 hours. And even more danger-
ously, extraordinary events such as the zenith of a full

54

• The victim bathes in the blood of their dead lycan- REMOVE CURSE AND LYCANTHROPY
thropic sire at sunset while under the effects of a
protection from evil and good spell. Curing lycanthropy is a plot line, not a spell slot. Spells

• The victim is targeted with a greater restoration spell, of remove curse and similar magic fail to scour lycan-
which grants advantage on their Constitution saving
throw against lycanthropy. thropy from an individual if they are not cast during

Stage Three: the first stage of infection.

Convalescence Step One:
Slaying the Sire
The final stage of infection is the most deceitful; as
symptoms subside, the victim returns to apparent A lycanthrope cannot be cured of their affliction so long
normalcy. During convalescence, a victim suffers as the creature that first infected them (their “lycan-
violent nightmares, occasional cold sweats, and a loss of thropic sire”) is still alive. If the lycanthropic sire is
appetite. Once those have passed, most victims believe already dead, this step can be skipped—the lycanthrope
their body has triumphed over the disease—when it has need not kill their sire themselves for the ritual outlined
actually fallen prey to lycanthropy. below. Spells of divination can confirm the sire’s death.

Duration. This period lasts until the next full moon, Step Two:
after which the victim becomes a lycanthrope. However, Lycanbane Draught
the convalescence period ends early if a phenom-
enon triggers the lycanthrope’s first bloodlust (see the To prepare for their cleansing ritual, the lycanthrope
“Bloodlust” section below). must first drink a lycanbane draught—an alchemical
concoction that incorporates a phenotype’s anathema
Remedy. During convalescence, there is but one (such as wolfsbane for werewolves and belladonna for
solution left to the victim, requiring four steps that werebears) to their lycanthropic phenotype. The ritual
must all be completed before convalescence ends. The must be completed within 24 hours of the draught’s
victim must kill their lycanthropic sire, landing the consumption, before it is fully metabolized and
killing blow themselves. At sunset, they must consume rendered ineffective.
the sire’s heart while under the effects of a protec-
tion from evil and good spell. As the sun dips below the See chapter 5 for details on lycanbane draughts.
horizon, the victim must be targeted with a remove
curse spell (cast as a 5th-level spell) or a greater resto- Step Three:
ration spell. The victim must then succeed on a DC Ritual of Cleansing
20 Charisma saving throw to reject the curse. On a
failed saving throw, all hope is lost and lycanthropy The final step is the most demanding and dangerous,
takes full hold. requiring a ritual similar to an exorcism. In many
cultures, they happen to share the same procedures.
Curing Lycanthropy Like lycanthropy itself, the ritual is highly symbolic,
as reflected in its procedures and components. The
Once the infection has fully set in, curing lycanthropy lycanthrope must willingly abandon themselves to
is a dangerous and demanding three-step process, their Beast Within during the ritual, despite the risk of
requiring great alchemy and ancient magic. being forever lost to it—perhaps even murdering their
companions in the process.
True Lycanthropes. To end a true lycanthrope’s
affliction, anything other than a wish spell kills the indi- The ritual requires a spellcaster of 5th level or higher,
vidual. To these folk, lycanthropy is a part of their very known as the ritualist. Multiple ritualists can partici-
being—to excise it is to end their life. pate in the ritual, in which case the lowest of their spell
save DCs is used to determine whether the lycanthrope
Infected Lycanthropes. The wish spell can end the escapes from the circle during the ritual. The ritual
affliction, or an infected lycanthrope can seek a more must be performed on the night of a full moon, equinox,
complicated cure. To excise lycanthropy without a wish or solstice, or during an eclipse.
spell, the steps below must be completed in order.
Preparing the Ritual. The lycanthrope must have
imbibed a lycanbane draught (see chapter 5) within the

55

last 24 hours and been cleansed in rare oils worth 25 gp the lycanthrope is not in the circle, observers can
in the last 8 hours before the ritual begins. A ritualist affect them without impeding the ritual, though
must create a 10-foot-diameter circle of magic using the lycanthrope must remain conscious for the full
powdered silver and iron (worth 100 gp), then imbue minute or the ritual fails.
it with power using a 3rd-level spell slot as an action.
This circle’s power lasts for up to 12 hours. When the Completing the Ritual. The ritual is finished after 1
ritual begins, the lycanthrope must be in the circle; after minute if at least one ritualist remains conscious within
that, the ritual does not fail if the lycanthrope leaves the 50 feet of the lycanthrope. It fails if the lycanthrope was
circle, so long as the ritualist ends their turns within 50 not affected with spells of protection from evil and good,
feet of the lycanthrope. lesser restoration, and remove curse (in that order) during
the ritual, if the lycanthrope was unconscious at any
Performing the Ritual. The ritual takes 1 minute point during the ritual, if any ritualist used an action
to complete. As it begins, roll initiative. During the for something other than channeling the ritual’s magic
ritual, a ritualist must cast a spell of protection from or casting one of the ritual’s spells, or if the lycan-
evil and good, lesser restoration, and remove curse (in that thrope begins their turn more than 50 feet away from
order) on the lycanthrope. Although these spells have a any ritualist.
range of touch, the caster can instead touch the circle’s
perimeter if the lycanthrope is still inside it. The ritual’s Once the ritual concludes, the lycanthrope must
participants, including the lycanthrope and the ritual- internally grapple with the Beast Within. The lycan-
ists, must follow the procedures below: thrope must begin making death saving throws. On
their third success, the lycanthrope is cured of lycan-
The ritualists must either use their action on each turn thropy and can never be infected with lycanthropy
to continue channeling the ritual’s magic, or to cast again. On their third failure, the lycanthrope is perma-
any of the following spells: protection from evil and nently lost to their Beast Within, becoming an NPC
good, lesser restoration, or remove curse. The ritual fails controlled by the Dungeon Master, if they weren’t
if any ritualist uses their action for something other already, and driven by their baser instincts.
than channeling the ritual or casting one of those
spells, or if the lycanthrope begins its turn more than
50 feet away from any of the ritualists.

The lycanthrope loses themselves to the Beast Within,
transfiguring into their beast or hybrid form and
entering a bloodlust. They attempt to escape the
circle and kill the ritualists, who inflict excruci-
ating pain on them through casting the ritual’s
spells. Once per turn, the lycanthrope can attempt to
escape the circle by succeeding on a Charisma saving
throw against the ritualist’s spell save DC. If the
lycanthrope is damaged or affected by any creature
other than a ritualist, the lycanthrope has advantage
on their next Charisma saving throw to escape
the circle. During the ritual, the lycanthrope’s AC
increases by 2 and their melee attacks deal an extra 3
points of damage. If the lycanthrope is unconscious
at any point during the ritual, the ritual fails.

Other observers are permitted to be present to support
the ritualists. However, if any of them directly
affect the lycanthrope while the creature is in the
circle (whether through attacks, spells, or any other
means), the lycanthrope gains advantage on their
next Charisma saving throw to escape the circle. If

56

Lycanthropic Tr ansfigur ation
Behavior
Triggers
Once cursed with lycanthropy, a lycanthrope is subject
to several rules—confronting their curse, sating A bloodlust can be triggered by dramatic phenomena,
their dark hunger for flesh, and avoiding episodes of as described below. When a bloodlust is triggered, the
great violence. lycanthrope must succeed on a Charisma saving throw,
the DC of which is determined by the trigger. On a
Bloodlust failed save, the lycanthrope immediately shapeshifts
into their hybrid form (no action required). There are
Lycanthropes ordinarily retain control over their own four types of triggers:
behavior. However, from time to time, they suffer invol-
untary transfigurations stained by extreme violence, Change. A lycanthrope’s bloodlust is infamously
hunger, and malice. These episodes, caused by losing triggered by a rare act of great change, such as the
control to their Beast Within, are called bloodlusts. A rising of the full moon, a once-in-a-century storm, the
bloodlust occurs when: turning of seasons, a solstice, or a passing of a comet.
It is impossible for a lycanthrope to resist this trigger,
• A lycanthrope is triggered into a bloodlust (see the and the lycanthrope does not need to witness this
“Transfiguration Triggers” section below). phenomenon to be triggered by it. This bloodlust lasts
for 1d6 + 6 hours or until the triggering phenomena
• A lycanthrope transfigures for the first time has passed. By succeeding on a DC 20 Charisma saving
in their life. throw, the lycanthrope can delay their transfiguration
by 1d10 × 6 seconds, after which they transform.
• A lycanthrope currently resisting their curse transfig-
ures into their beast or hybrid form without success- Danger. A bloodlust can be triggered whenever a
fully controlling the curse (see the “Confronting the lycanthrope is harmed, even by their own hand. The
Curse” section below). lycanthrope must make a Charisma saving throw if any
of the following events occur:

• The lycanthrope suffers a critical hit (DC 10 or half
the damage the lycanthrope takes, whichever is greater).

• The lycanthrope starts their turn with half their
maximum hit points or fewer (DC 15).

• The lycanthrope regains 1 or more hit points after
having been reduced to 0 hit points (DC 20).

On a failed save, the bloodlust occurs, lasting until
all known threats have been eliminated or driven off,
until 1 hour has passed, or until the lycanthrope is
affected by a calm emotions spell.

Emotion. An intense emotional response—rage,
fear, or even love—can trigger bloodlust. Examples of
emotional triggers include:

• Suffering from the frightened condition.
• Spells and effects similar to crown of madness

and enemies abound that incite the lycanthrope
into a rage.
• The death (or threat thereof) of a loved one, the unex-
pected treachery of a trusted comrade, or the birth of
one’s child.

57

To resist an emotional trigger, the lycanthrope LYCANTHROPY IN EBERRON
must succeed on a DC 15 Charisma saving throw. On
a success, the lycanthrope is immune to emotional If your adventure is set in Eberron—or another world
triggers for the next minute. A bloodlust triggered by with multiple moons—each moon can affect lycan-
emotion lasts for 1d10 minutes or until a calm emotions thropes differently! Rather than automatically trans-
spell is cast upon the lycanthrope. figuring under any full moon, each phenotype is tied
to a particular moon, as shown on the table below.
Hunger. The longer a lycanthrope goes without When that moon is full, they are incapable of resisting
satisfying its hunger (as described in the “Diet” section bloodlust and are triggered into transfiguration.
below), the more likely they are to enter a bloodlust. At
dawn, if a lycanthrope has not satiated its hunger for at However, each lycanthrope still feels the influence
least four days prior (including the food it has missed of other moons, and can resist bloodlust only with
out on), it must succeed on a Charisma saving throw or great effort. Whenever another full moon rises, the
enter a bloodlust. The DC to resist this trigger equals 10 lycanthrope must make a DC 20 Charisma saving
+ the number of days it has been since the lycanthrope throw against bloodlust—so on a night where multiple
ate its fill. The sight or taste of blood can also trigger a moons are full, a werebeast is subjected to multiple
hunger-induced bloodlust if the lycanthrope has not saving throws!
sated its hunger.
Wererats are a notable exception, much to the puz-
During a Bloodlust zlement of scholars and sages: rather than all were-
rats transfiguring under the same moon each time, it
A lycanthrope attacks with wild abandon while lost in appears that each individual wererat is tied to which-
a bloodlust. It struggles to distinguish friends from foes ever moon was ascendant when they were born—
and is concerned with eliminating any present threats regardless of whether they are a true lycanthrope or
(real or imagined), satisfying its hunger, and venting its were infected later in life.
wrath, rage, and resentment upon other creatures—in
that order. During this phase, the Beast Within—which Phenotype Moon
is controlled by the Dungeon Master—determines the
lycanthrope’s actions in accordance with its alignment. werebat Nymm
The Beast Within is merciless and often chooses the
nearest enemy to attack, switching only to slay weaker werebear Therendor
ones nearby. It is neither mindless nor simple-minded
and chooses the most vicious and efficient options wereboar Zarantyr
when attacking other creatures.
werecat Dravago
Whenever the Beast Within acts on an urge counter
to its host’s desires, the lycanthrope may attempt a werecrocodile Aryth
Charisma saving throw to refrain from that act. The
Dungeon Master adjudicates the DC (minimum 10). werefox Eyre

Below are two examples of what a lycanthrope can werehyena Sypheros
do to influence the Beast Within during a bloodlust:
wererat moon ascendant at birth
• The Beast Within attempts to slay a loved one. The
host makes a Charisma saving throw to redirect its wereraven Barrakas
attacks this turn against another creature within
reach, provided there is another possible target wereserpent Lharvion
for the attack.
wereshark Vult
• To distinguish allies from enemies during a
bloodlust, the host makes a Charisma saving throw. werewalrus Olarune
On a success, the Beast Within prioritizes attacking
other nearby creatures. werewolf Rhaan

58

Confronting the Alignment. By embracing the curse, the lycan-
Curse thrope’s alignment changes to that of the Beast
Within’s. This is determined by the lycan-
Once infected with lycanthropy, a lycanthrope begins thrope’s phenotype, as shown on the Phenotypical
to share their soul with a dark entity known as the Alignment table.
Beast Within. The Beast Within is the incarnation of
instinctive animalistic selfishness and has its own Flaws. A lycanthrope gains the following flaw: “I
alignment. Its foremost goals are satisfying its hunger crave the flesh of beasts and people.” They also gain
for humanoid flesh and venting its rage upon others. 1d4 + 2 flaws endemic to their phenotype, as described
Some resist the Beast, whereas others embrace it. As in appendix B.
the lycanthrope approaches their first trigger (usually a
Change trigger, described above, such as the full moon) Phenotypical Alignment
they begin to feel troubled, nauseous, and agitated.
Once its first bloodlust is triggered and ends, the lycan- Phenotype Alignment
thrope must choose to embrace their curse or resist.
Many a lycanthrope makes this decision in the heat werebat lawful evil
of the moment and then suffers amnesia thereafter,
forgetting that they were ever afflicted with the curse in werebear neutral good
the first place.
wereboar neutral evil
Resisting the Curse
werecat neutral
A lycanthrope that resists their curse cannot willingly
transfigure into their beast or hybrid form. Whenever werecrocodile neutral evil
they transfigure, the lycanthrope enters a bloodlust,
during which they act as wild predators driven by hate, werefox chaotic good
hunger, and vengeance.
werehyena chaotic evil
Alignment. A lycanthrope that resists their curse
retains their alignment while in their true form. When wererat lawful evil
they transfigure, however, they temporarily possess
the alignment of their phenotype, as shown on the wereraven lawful good
Phenotypical Alignment table.
wereserpent neutral evil
Flaws. A lycanthrope that resists their curse
gains the following flaws: “Only raw meat satisfies wereshark lawful evil
my hunger,” and “I can’t remember my dreams.”
Additionally, they gain 1d4 flaws endemic to their werewalrus neutral
phenotype, as described in appendix B.
werewolf chaotic evil
Embracing the Curse
Controlling the Curse
A lycanthrope that embraces their curse also embraces
the alignment of its Beast Within. The two effec- The truly iron-willed can resist the Beast Within
tively become one, with the host giving into its darker and still command its might. A lycanthrope that has
demands. These lycanthropes can command all their not embraced the curse can use an action to make a
lycanthropic abilities and shapeshift at will. A lycan- Charisma saving throw with a DC equal to 10 + their
thrope that has embraced their curse has advantage on character level (to a maximum of 25). On a success, they
all Charisma saving throws made to resist a bloodlust, are temporarily able to shapeshift into their beast and
except for a hunger trigger. hybrid forms at will without losing self-control. This
benefit lasts until they suffer their next transfiguration
trigger or until they finish a long rest.

On a failed save, the lycanthrope loses its internal
struggle and shapeshifts into its hybrid form, obeying
the dark urges of the Beast Within. Their alignment
temporarily changes to that of the Beast Within’s. The
lycanthrope can repeat the saving throw again at the
end of their turns, regaining control of themselves on a
success. Upon regaining control, the lycanthrope imme-
diately reverts to their true form (no action required).

59

Mastering the Curse Phenotypical Dietary Requirements

A lycanthrope that manages to succeed on seven Phenotype Daily Requirement of Meat
consecutive DC 20 Charisma saving throws (each
made once a month) gains permanent control over werebat* 3 lb.
the Beast Within. The saving throw is made at dawn
following the night of the full moon. On a failed save, werebear 25 lb.
the lycanthrope enters a bloodlust and must begin this
process anew. wereboar 7 lb.

A lycanthrope that masters their curse can utilize werecat 13 lb.
their abilities at will, much like a lycanthrope that
embraces the curse, but without suffering any pheno- werecrocodile 20 lb.
typical flaws or a change to their alignment. Only a wish
spell can undo this mastery. werefox 3 lb.

Diet werehyena 10 lb.

A lycanthrope must consume fresh meat to survive. wererat** 3 lb.
Whereas an ordinary person requires one pound of
food per day (per the Player’s Handbook), a lycanthrope wereraven 1 lb.
requires far more, as outlined in the Phenotypical
Dietary Requirements table below. wereserpent 3 lb.

A lycanthrope only derives nourishment from meat wereshark 25 lb.
harvested from beasts and humanoids. All other food—
such as the flesh of giants or dragons—fails to nourish werewalrus 10 lb.
the lycanthrope. The meat must also be less than four
days old (unless the lycanthrope is a wererat). werewolf 15 lb.

Raw humanoid flesh is most nutritious and satis- * can drink blood
fying to lycanthropes. While they can also eat beasts, ** can eat carrion
meat from a beast only counts for half its weight
(rounded up) for purposes of meeting the lycanthrope’s HARVESTING MEAT
daily meat requirement. If the meat is cooked, this also
reduces its dietary impact by half (rounded up). So, for A lycanthrope often must slay beasts or people to sate
example, if a werebear typically needs 25 pounds of raw their great hunger. For the sake of simplicity, assume
humanoid meat per day, they could also eat 50 pounds that the process of harvesting and devouring meat
of cooked humanoid meat, 50 pounds of raw beast takes 1d4 hours and that a corpse of a particular size
meat, or 100 pounds of cooked beast meat. yields the following amount of meat:

If a lycanthrope goes more than four days without Size Pounds of Meat Harvested
eating its fill of meat, it risks entering a hunger-induced
bloodlust (see the “Bloodlust” section above). Large 150 + (1d10 × 10)

Medium 50 + (1d10 × 5)

Small 20 + (1d3 × 10)

Tiny 0

60

Downtime Activity: Hunting Complications

Hunting d6 Complication

Most lycanthropes find it practical to hunt weekly to 1 The lycanthrope’s victim survived
gather the fresh meat they will consume that week. To the attack and is now infected with
streamline your campaign, you can run this offscreen as lycanthropy and the lycanthrope
a downtime activity, as introduced in Xanathar’s Guide harvested no meat.
to Everything.
2 The lycanthrope’s victim survived the
Resources. Engaging in hunting typically requires six attack and reported it to the authorities
hours of hunting, provided the lycanthrope is in an area and the lycanthrope harvested no meat.
populated with people or suitable beasts.
3 The lycanthrope was seen or heard by a
Complications. Hunting always has a 10 percent witness, who gossiped about it.
chance of developing a complication. The chance
increases to 20 percent if the lycanthrope hunts near a 4 The lycanthrope left tracks that a monster
town and 40 percent if it hunts in a city. hunter can follow.

Hunting Outcomes 5 The lycanthrope was forced to abandon its
kill after eating 1d10 × 3 pounds of meat.
Check Total Result
6 The lycanthrope was caught in an ambush
1 The lycanthrope was attacked and took 18 (4d8) damage of a random
by a monster. type in the course of its escape.

2–5 The lycanthrope found no suitable prey.

6–11 The lycanthrope slew a Medium beast,
harvesting 50 + (1d10 × 5) pounds of meat.

12–14 The lycanthrope slew a Large
beast, harvesting 150 + (1d10 × 10)
pounds of meat.

15–19 The lycanthrope attacked a humanoid,
harvesting 50 + (1d10 × 5) pounds of meat.

20 The lycanthrope attacked a very healthy
humanoid, harvesting 70 + (1d10 × 5)
pounds of meat.

61

Countering Lycanthropic
Lycanthropes Immunity

Those souls unlucky enough to oppose a lycanthrope— A lycanthrope’s immunity to most attacks is rooted in
or to find their loved one turned into one—quickly symbolism and the curse’s magical origins. This protec-
discover the fearsome strength of werebeasts in combat. tion is meant to thwart attacks made by beasts and
While chapters 3 and 4 contain more specific rules for people. Few creatures can harm a lycanthrope with a
player character and NPC lycanthropes, this section bare touch, but they do exist. The following creatures
provides miscellaneous rules to guide combat with are but a few of those whose nonmagical unarmed
lycanthropes. strikes ignore a lycanthrope’s immunity to bludgeoning,
piercing, and slashing damage:
Anathemas
• Lycanthropes
Each lycanthrope has one or more weaknesses—an • Vampires
herb or chemical that proves unusually dangerous • Aberrations
when ingested, and sometimes, even deadly. Chapter • Celestials
4 contains information on each phenotype’s particular • Dragons of CR 6 or higher
anathema. This section provides a few additional rules • Fey
to adjudicate their use. • Fiends
• Monstrosities of CR 5 or higher
Detection • Plants of CR 8 or higher

A lycanthrope that succeeds on a DC 15 Wisdom Similarly, lycanthropes are not immune to damage
(Perception) check can smell their anathema from inflicted by nature itself, such as gravity. A lycan-
within 10 feet, even if it is baked into food or mixed in thrope still takes bludgeoning damage from a fall, and
with a liquid. can be crushed by falling objects like trees, boulders,
and rockslides.
Forced Feeding

If a lycanthrope is incapacitated, a creature within 5
feet of the lycanthrope can use its action to force feed
the lycanthrope its anathema. If the lycanthrope is
restrained but not incapacitated, a creature can make a
Strength (Athletics) or Dexterity (Sleight of Hand) check
contested by the lycanthrope’s Strength (Athletics)
or Dexterity (Acrobatics) check. On a success, the
character forces the lycanthrope to swallow the
anathema, subjecting it to any ill effects thereof.

62

Transfiguration and CONSTRICTING ARMOR EXAMPLES
Ar mor
A werewolf, wererat, and werebear walk into a bar. All
A lycanthrope’s size and proportions change drasti- are wearing armor and are in their humanoid forms.
cally whenever it transfigures—but mundane armor As the full moon rises, they each transfigure into
does not transfigure with it. If a lycanthrope is wearing another form.
nonmagical armor when it transfigures, this can cause
complications, sometimes even damaging the armor. The wererat is Medium in its humanoid form and a
Damaged armor can potentially be repaired using Small rat in its beast form. It shrinks within the armor,
artisan’s tools (weaver’s tools, leatherworker’s tools, or which falls to the floor. The wererat must expend 5
smith’s tools) over the course of an hour. Repairing the feet of movement to escape the armor.
armor requires a successful Intelligence check using the
appropriate tools, along with materials worth a quarter The werewolf is Medium in its humanoid form.
of the armor’s cost (rounded down). A mending spell or It transfigures into its hybrid form, which is also
similar magic also repairs the armor. As damaged armor Medium. Although the two forms are the same size
does not grant an AC bonus, it becomes imperative for a category, their proportions are vastly different. It must
lycanthrope to doff armor before transfiguring, or expe- expend 15 feet of movement to disentangle itself from
rience the following effects: its armor, which it damaged upon transfiguring. The
werewolf is wearing hide armor; a successful DC 16
If the lycanthrope becomes a size smaller, the armor Intelligence check using leatherworker’s tools and 25
falls to the ground with the lycanthrope in it. The sp are required to repair the armor.
lycanthrope must expend 5 feet of movement to
exit the armor. The werebear is Medium in its humanoid form and
Large in its beast and hybrid forms. It is wearing plate
If the lycanthrope remains the same size, it damages armor. Growing larger, the werebear destroys the
the armor it is wearing, ripping the cloth or straps armor’s straps and must make a DC 15 Strength saving
that hold it together. It must disentangle itself from throw to remove the damaged armor. On a failed save,
the armor by expending 15 feet of movement. it is restrained. On a success, the armor is removed
and falls to the ground. Repairing the plate armor
If the lycanthrope grows a size larger, it damages any requires 375 gp and a successful DC 20 Intelligence
armor it is wearing and must make a Strength saving check using smith’s tools.
throw (the DC of which is shown on the Constricting
Armor table below). On a successful save, the armor
is removed and falls to the ground. On a failed save,
the lycanthrope is restrained by the armor and the
lycanthrope (or a creature within 5 feet of the lycan-
thrope) must use an action to remove the armor.

Constricting Armor

Armor Type Strength
Save DC Repair DC

Light Armor 10 DC 12 Intelligence check

Medium Armor 13 DC 16 Intelligence check

Heavy Armor 15 DC 20 Intelligence check

63

Chapter 3

Player Characters
as Lycanthropes

T he dark and tragic themes of lycan- The true lycanthropy ancestry is, essentially, “lycan-
thropy resonate with many players, and it’s thropy-lite.” It results in little to no overhead for you
not an uncommon fantasy to wish to explore or the player in the campaign and allows them to fulfill
these through a character. This path, however, is largely their fantasy of being a lycanthrope without overshad-
unfeasible in fifth edition; while the Monster Manual owing other players or unbalancing the game. They are
provides brief rules for player character lycanthropes, free to roleplay a ravening beast in the flesh of a mortal
they are inconsistently balanced, limited in scope, man or a cunning predator that has mastered its bestial
and don’t present options for character creation. This urges. A true lycanthrope can use or take inspiration
chapter presents alternate rules to make lycanthropes from the flaws an infected lycanthrope suffers by dint of
more viable for long-term play, including racial traits their curse, which are described in appendix B.
for character creation, racial feats, and supernatural
gifts for characters infected during their adventures. A true lycanthrope can’t be cured of their curse
by anything short of a wish spell. If this occurs,
Lycanthropy they assume the biological traits of their parents’
as an Ancestry original ancestry.

Those who are born to lycanthropes inherit their Lycanthropy
parents’ curse. While they outwardly appear to be a as a Curse
human, elf, or what-have-you, they are truly another
species. Therefore, any player that wishes to be born a Those who contract lycanthropy are known as infected
werebeast is known as a true lycanthrope and should lycanthropes. For so long as they suffer the curse, they
use the ancestry described below. True lycanthropes enjoy new mechanical benefits at the cost of narrative
experience no mechanical flaws, unlike infected lycan- challenges and new rules, such as the inability to derive
thropes (who enjoy much more powerful features in nourishment from anything but freshly slain beasts
exchange), as no player ancestry should be forced to and humanoids.
experience such drawbacks.
A character is an infected lycanthrope regardless of
if they were cursed with lycanthropy by a creature like
a hag (as in maledictive lycanthropy) or infected by
exposure to another lycanthrope’s bite or blood.

64

Design On Lycanthropic
Philosophy Immunity

This supplement is dedicated to providing balanced In the rules presented in this chapter, player charac-
options for players that wish to explore the lycan- ters do not receive complete immunity to nonmagical,
thrope fantasy. To that end, transparency is warranted. non-silvered weapon attacks until 20th level. Likewise,
Lycanthropy is a tremendous boon, even when they do not suffer any additional damage from silvered
tempered with flaws and dietary requirements. It must weapons. The simple fact of the matter is this: player
be doled out in a responsible manner that does not characters and nonplayer characters follow different
imbalance your game. rules, both for the sake of balance and ensuring
enjoyable gameplay for all players. Allowing full lycan-
On Party Balance thropic immunity to player characters would signifi-
cantly unbalance encounters and give them a signifi-
Although in the lore, true lycanthropes are more cant power increase compared to other characters; as
powerful than infected lycanthropes, this supplement’s such, this supplement takes a different approach so
mechanics are still bound by the limitations of the players can have the chance to fairly explore the story
game, wherein a character’s ancestry cannot outshine of lycanthropic characters. In lieu of immunity, players
a class (or alternative power sources). Granting the receive Natural Armor, raising their AC. This benefit
“supernatural boon” of infected lycanthropy to an can be expanded upon for true lycanthropes through
already-created player character does make them more racial feats. For infected lycanthropes, their resilience
powerful than a true lycanthrope built using racial traits improves as they gain character levels.
at character creation. However, it is rare that a game
will include player characters that are both true and On Lycanthropic
infected lycanthropes—and while all else being equal, Anathemas
infected lycanthropes will outshine other player char-
acters, this can easily be compensated for by granting This supplement introduces anathemas: substances
other players magic items, boons, or other benefits to that prove lethal to a particular werebeast
balance the party. phenotype. Heed this advice when it comes to player
character lycanthropes:
On Lycanthropic
Tr ansmission True Lycanthropes. An ancestry does not warrant
such a deadly vulnerability, especially when most
As discussed in the “Infection” section of chapter 2, not anathemas deal a minimum of 30 or more damage. For
every lycanthrope attack need transmit the curse. The the sake of mechanical balance, if a player character
development of lycanthropy is a significant story devel- that is a true lycanthrope consumes their phenotypical
opment that should occur in collaboration with the DM anathema, they are poisoned for the duration, but do
and players. Regardless of whether a player character not take extra damage.
is born as a lycanthrope or twisted into one, they can’t
simply go on a rampage and infect an entire town Infected Lycanthropes. An infected lycanthrope still
heedless of the DM and other players; if exploring the suffers the same effects of an anathema as their NPC
curse is a topic of interest (and comfort) for everyone in counterparts; such is the price of lycanthropy. Because
your campaign, you may certainly allow it to occur— infected lycanthropy grants player characters additional
though in some games, it may be best used in a limited power beyond other non-infected characters, it is not
capacity. For example, as an adventurer lays dying, they only right but responsible to keep this added danger
might offer to bite a trusted comrade so as to pass on in the game.
their cursed legacy.

65

True Dark Inheritance
Lycanthropes
True lycanthropy is a dark inheritance of birth. As
“We are not the wolves hiding lycanthropy is transmitted through blood contact, the
mixing of blood in the womb ensures that the curse is
among sheep, but the butchers to passed from mother to child. Should one’s mother be
an infected lycanthrope, rather than a true lycanthrope,
whom the flock is sent.” they are born as an infected lycanthrope as well, not a
Those born to werebeasts are known as true lycan- true one. If only the father is a lycanthrope, the child
thropes, and all but the most powerful magic fails to sometimes inherits the curse, though such transmission
end their curse. Although true lycanthropes resemble is rarer and unpredictable—although nothing stops the
ordinary humans, elves, or other folk, they are biolog- father from infecting their child after birth.
ically distinct. Like other lycanthropes, they too can
pass on their curse to others, be it by bite or birth. Many True lycanthropes live violent lives. Their souls share
true lycanthropes consider themselves the next step of space with the Beast Within which, during childhood,
mortal evolution and look upon other folk as cattle. expresses its dark desires through emotional outbursts.
True lycanthrope children are more aggressive and more
The Beast Within volatile. There is, however, no risk of them transmit-
ting their curse or shapeshifting into a beast until after
All true lycanthropes must grapple with the Beast puberty. Until that fateful day, they can eat ordinary
Within, an entity that lays mostly dormant until a food and live ordinary lives (unlike their parents).
true lycanthrope reaches puberty. Henceforth, their
life is a constant battle. The demanding Beast Within A true lycanthrope’s first transfiguration is intensely
seeks only to satisfy its baser instincts—a hunger for violent. The transfiguration is triggered by great and
mortal flesh in particular. It eschews ordinary society sudden change—the rise of the moon, an eclipse, fear,
and exercises minimal caution, an insatiable entity of rage, or even love. Those lucky enough to still have the
rage and hubris. Many a true lycanthrope gives into the support of their parents are gently guided into that first
Beast, abandoning civilization to satisfy their urges in transfiguration or supervised during the subsequent
the wilderness. Others embark on the more difficult rampage, which can rage for hours or even days. This
path of becoming one with the Beast so that they may first episode features an internal struggle in which the
blend in with civilization and its sheep. Those who child grapples with the newly awoken Beast Within.
outright imprison or reject the Beast find themselves Ultimately, the child snatches a pyrrhic victory that may
reduced to savage monsters, often on the night of a full see countless innocents torn to shreds. As the lycan-
moon or other under exceptional circumstances that thrope grows, they learn to better exert control over
trigger an involuntary transfiguration. the Beast Within—but never are they truly free from
its demands, which can cause intrusive thoughts and
It is not that the Beast is evil, nor is any true lycan- powerful urges.
thrope inherently evil, any moreso than nature and
survival itself is evil… rather, the Beast Within is a
parasite. It gives less than it takes; it demands more
than any person can truly provide. It is gluttony and it is
wrath and it is pride. It is the embodiment of all darker
instincts any mortal creature suffers from, those which
are expected in animals yet eschewed by sentient,
sapient creatures. Some true lycanthropes consider it an
imprisoning chain, whereas others see it as the ultimate
freedom from the mortal condition.

66

Bestial Appearances True Lycanthrope
Tr aits
A leopard cannot change its spots, and the same is true
for the lycanthrope. The features of their myriad forms As a true lycanthrope, you belong to the same ancestry
never change; a werewolf with white fur will always as the first true lycanthrope of your lineage, such as a
turn into the same beast with the same patterns in its human, gnome, or elf. While you outwardly appear to
coat, allowing an individual to be identified by a keen be an ordinary person of that ancestry, you have the
observer. An individual’s features may be mirrored following biological traits:
in his or her other forms. For example, a lycanthrope
retains their eye color in their beast, hybrid, and Ability Score Increase. Your Constitution score
true forms, and any scars they bear are present in all increases by 2, and either your Strength or Dexterity
three forms. (your choice) increases by 1.

True Lycanthrope Age. Your age is determined by your lineage’s
Personality original ancestry.

Lycanthropes of the same phenotype tend to develop Size. You have the build of an ordinary person of your
similar personalities—for while any individual is free to lineage’s original ancestry. Your size is Medium or Small,
chart their own course, the Beast Within is pathologic. as reflected by this ancestry.
It always seeks to corrupt its host and does so in both
inconspicuous and violent ways. Those who embrace Speed. You have the walking speed of an ordinary
this darkness, or fail to resist it, develop as the Beast person of your lineage’s original ancestry. Your base
Within dictates. walking speed is 25 feet or 30 feet, as reflected by
this ancestry.
See “Phenotypical Flaws” in appendix B to
determine what flaws, if any, your true lycanthrope Darkvision. You have superior vision in dark and
has developed through the machinations of your Beast dim conditions. You can see in dim light within 60 feet
Within. Perhaps these flaws manifest only while you of you as if it were bright light, and in darkness as if it
are shapeshifted, haunt your every waking hour, or only were dim light. You can’t discern color in darkness, only
overcome you in moments of great stress. shades of gray.

True Lycanthrope Keen Senses. You have proficiency in the
Names Perception skill.

True lycanthropes use the naming practices of the Natural Armor. Lycanthropy has toughened your
ancestry or society they were born into. In a society skin and granted you greater stamina. While you aren’t
of true lycanthropes, many choose “wilder” names wearing armor, your AC equals 13 + your Dexterity
befitting their heritage. As for surnames, they use the modifier. You can use your natural armor to determine
name of their mother or father—whomever was the your AC if the armor you wear would leave you with a
true lycanthrope in the relationship, if both parents lower AC. A shield’s benefits apply as normal while you
weren’t already lycanthropes (e.g., “Rendclaw, son use your natural armor.
of Amelia”).
Shapechanger. You are a shapechanger with
Given Names: Bloodrager, Darkhowl Moonborn, secondary and tertiary forms determined by your
Ragesilver, Rendclaw, Silvermane phenotype: a beast form and a monstrous hybrid form.
As an action, you can transform between any of these
forms; you revert to your true form upon dying. While in
your beast or hybrid forms, your unarmed strikes deal
piercing or slashing damage (your choice) equal to 1d8
+ your Strength modifier. Your statistics, other than your
size and speed, remain the same in any form, but you
can’t speak while in beast form. Any equipment you are
wearing or carrying isn’t transformed.

Language. You can read, write, and speak one
language of your choice.

Phenotype. You were born as a particular lycanthrope,
which determines your beast and hybrid forms and other
features. Choose one of the phenotypes below.

67

ON ALIGNMENT Werebear

The curse of lycanthropy imparts a dark and demand- Werebears are cursed with the ferocity of the bear, but
blessed with the will to temper that rage. They face a far
ing entity known as the Beast Within. This entity, greater hunger than other lycanthropes.

whose urges are felt by its host, has its own alignment. As a werebear, your natural weapons manifest as
sharp claws and titanic fangs.
Although the curse makes demands of you, you are in
Alignment. The werebear’s curse heightens territori-
no way obligated to share its alignment. Alignment, ality. Although the Beast Within is inclined toward good
so long as its hunger is sated, a werebear must go to
as with any other ancestry, is a choice made by the great pains to control their temper. Most werebears that
master their bestial urges tend toward neutral good.
player. Your lycanthrope may have resisted the Beast Not all prove as noble, however, for the ferocity of a
bear can hardly be tamed. Many become loners, fearing
Within, naturally adopted a similar alignment, or fallen that they may spread their curse to less responsible and
even-tempered individuals.
prey to it whenever they transfigure. Your story, and
Dexterous Predator. While in your beast or hybrid
your morality, is your own. form, you have a climbing speed of 30 feet.

Werebat Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
Werebats haunt the night, visiting victims not to feast can push, drag, or lift.
on their flesh, but their blood. They are often mistaken
for vampires and use that to their advantage; unlike Tough. Your hit point maximum increases by 1 and
the undead, they can enter homes uninvited to dine it increases by 1 again every time you gain a level.
on the ignorant. To avoid infecting others (and thus
increasing competition for their food supply), a werebat Wereboar
must kill any person they drink from. Thus, they dine
primarily on beasts until their thirst for humanoid Wereboars are sadistic and reckless lycanthropes that
blood overtakes them. revel in spreading their curse to others. Stubborn and
tenacious, most wereboars can weather a mortal blow
As a werebat, your natural weapons manifest as and continue fighting on the brink of death.
hollow fangs that can pierce flesh and suck blood. In
your beast form, you are an abnormally large bat. As a wereboar, your natural weapons manifest as
sharp tusks that can rend flesh and pierce armor.
Alignment. Werebats tend toward lawful evil,
requiring shrewd practices and rigid behavior to Alignment. The wereboar’s Beast Within is a
avoid being discovered, depleting their food source, or proud and impetuous entity that infects its host with
producing new competition from biting prey. The Beast a vengeful attitude. Most wereboars tend toward
Within encourages caution before gluttony. neutral evil.

Aerial Predator. While in your beast or hybrid form, Gore. Once per turn, when you move at least 10 feet
you have a flying speed of 30 feet. straight toward a creature and hit it with an unarmed
strike, you deal an extra 1d6 slashing damage. You must
Echolocation. While you are in your beast or hybrid be in your beast or hybrid form to use this trait.
form and not deafened, you have blindsight out to a
range of 30 feet. Relentless. When you are reduced to 0 hit points but
not killed outright, you can drop to 1 hit point instead.
Hematophagous. Every quart of humanoid or beast Once you use this feature, you can’t use it again until
blood you drink counts as three pounds of food and one you finish a long rest.
quart of water.

Sunlight Sensitivity. While in sunlight, you have
disadvantage on attack rolls and Wisdom (Perception)
checks that rely on sight.

68

Werecat Werefox

Werecats are haughty lycanthropes that include four Werefoxes are capricious, deceitful lycanthropes that
subphenotypes: werelions, werecheetahs, weretigers, revel in intrigue. Many find their calling as spymasters
and werejaguars. They prowl remote regions around the or in a noble court, where they may spin a web of lies.
world, often forming packs. They rarely tolerate compe-
tition and scorn most other werecats. As a werefox, your natural weapons manifest as
sharp fangs.
As a werecat, your natural weapons manifest as
fangs and claws that can scrape flesh from the bone. Alignment. While the werefox’s curse drives it
toward good, this impulse often manifests in destruc-
Alignment. The werecat’s curse heightens pride and tive ways. The Beast Within delights in deceit and does
vanity. Many werecats consider themselves uncrowned its best to infect its host with the same appreciation
sovereigns. The Beast Within drives its host to neither for lies. Few werefoxes manage to speak plainly, and
good nor evil, only toward satisfying its pride and even fewer can speak the truth. Manipulation becomes
hunger. Most werecats tend toward neutrality. second nature with the Beast’s subliminal guidance.
The ends always justify the means to a werefox
Quick Reflexes. You can add your proficiency bonus puppeteer, and most tend toward chaotic good.
to your initiative checks.
Diminutive Form. While in your beast form, your
Wild Cunning. You have proficiency in the size is Small.
Stealth skill.
Scamper. When you move on your turn, you can
Werecrocodile roll a d6, adding the result to your AC until you stop
moving or when you end your turn. Once you use this
Werecrocodiles are ancient predators—perhaps even feature, you can’t use it again until you finish a short
the world’s very first lycanthrope. Haunting wetlands, or long rest.
werecrocodiles kill indiscriminately. They are rarely
plagued by guilt, remorse, love, or even hate, for most Silver Tongue. You have proficiency in the Deception
have given up their spark of life to the Beast Within. or Persuasion skill (your choice).

As a werecrocodile, your natural weapons manifest Werehyena
as fearsome fangs.
Werehyenas are sadistic lycanthropes that often hunt
Alignment. The werecrocodile’s curse makes its host in packs known as cackles. They are craven when alone
hollow, often snuffing out emotions until the lycan- but bold when outnumbering others. Tormented by
thrope is a remorseless killing machine bereft of any their curse, pain becomes a werehyena’s only outlet.
empathy. Most werecrocodiles tend toward neutral evil.
As a werehyena, your natural weapons manifest as
Aquatic Predator. While in your beast or hybrid wicked fangs.
form, you have a swimming speed of 30 feet.
Alignment. The werehyena’s curse is utter torment.
Hold Breath. You can hold your breath for up The Beast Within hounds its host day and night,
to one hour. demanding fresh kills and inflicting the host with
anxiety and pain when those demands go unfulfilled.
Lockjaw. When you bite a Medium or smaller Even if to just quiet the Beast, many a werehyena takes
creature with an unarmed strike while in your beast to a life of violence. Most tend toward chaotic evil.
or hybrid form, you can use a bonus action to make a
grapple check against the creature. You can only have Rampage. When you reduce a creature to 0 hit
one creature grappled in this way. points with a melee attack, you can use a bonus action
to make another melee attack against a creature within
5 feet of you. You can use this trait a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

69

Wer er at Wereserpent

Wererats are greedy, craven lycanthropes that prove A wereserpent is a patient and solitary creature
resistant to most diseases. Unlike other lycanthropes, whose curse carves it into a hollow killing machine.
a wererat can sate its great hunger solely with carrion. Wereserpents come in two varieties: the venomous
They prove to be cunning and clever in a world full of wereviper and the massive werepython.
predators—real or imagined.
As a wereserpent, your natural weapons manifest as
As a wererat, your natural weapons manifest as wicked fangs.
fangs backed by extremely powerful jaws.
Alignment. A wereserpent’s curse leaves it empty-
Alignment. The wererat’s curse heightens greed, hearted, struggling to feel any emotions whatsoever. An
fear, and paranoia. The Beast Within reminds a wererat individual that wishes to retain their humanity must
of their every gaping flaw, causing many to become fight each and every day to feel. Most wereserpents
insecure. Most wererats are also agoraphobic, prefer- are drawn toward becoming cold-hearted killers with
ring tight, damp quarters. Most wererats tend toward neutral evil alignments.
lawful evil.
Semiaquatic. While in your beast or hybrid form,
Dexterous Predator. While in your beast or hybrid you have a swimming speed of 20 feet.
form, you have a climbing speed of 30 feet.
Subphenotype. You are either a werepython or a
Diminutive Form. While in your beast form, your wereviper. Choose one of the options below:
size is Small.
• While you are in your beast or hybrid and hit
Immunized. You have resistance to poison a creature with an unarmed strike, you can
damage and advantage on saving throws against use a bonus action to attempt a grapple check.
being poisoned. Additionally, while you are in your beast form, you
count as a Large creature when grappling. You also
Keen Mind. You have proficiency in the have proficiency in the Athletics skill.
Investigation skill.
• While you are in your beast or hybrid form and hit a
Wer er aven creature with an unarmed strike, you deal an extra
1d6 poison damage. Additionally, while you are
Wereravens are paranoid lycanthropes that enjoy transfigured into your beast form, you are Small. You
collecting wealth—only to share it with others. They also have proficiency in the Acrobatics skill.
are slow to trust but prove loyal. They live in constant
fear of discovery and rarely pass their curse onto others.

As a wereraven, your natural weapons manifest as
wicked talons and a sharp beak.

Alignment. Little malevolence is imparted by the
wereraven’s curse; the Beast Within encourages a
lawful good alignment but also heightens curiosity,
paranoia, and greed.

Aerial Predator. While in your beast or hybrid form,
you have a flying speed of 30 feet.

Diminutive Form. While in your beast form, your
size is Tiny.

Mimicry. You can mimic simple sounds you have
heard within the last week, such as a baby’s crying,
the creak of a door, or a single word. A creature can
make a Wisdom (Insight) check contested by your
Charisma (Deception) check to determine if this sound
is a mimicry.

70

Wereshark Werewolf

Weresharks are voracious, amphibian predators. Few The most wicked and ravenous of lycanthropes, were-
in number but large in legend, these lycanthropes are wolves are feared throughout civilization. Countless
feared all throughout the high seas. cultures feature these lupine predators, and if a society
has encountered even just one lycanthrope, it’s likely to
As a wereshark, your fangs make for be a werewolf. These dark creatures of legend haunt just
natural weapons. about any terrain except deserts and wastelands.

Alignment. Weresharks are driven by hunger, not Alignment. The Beast Within does its best to corrupt
rage; many are disassociated from the violence they its host, filling them with great rage and a greater
cause. The Beast Within hounds its host day and night, hunger. Most werewolves tend toward chaotic evil.
reminding them that to stop is to die. A wereshark can’t
find peace even in their sleep, for the Beast twists any Aggressive. As a bonus action, you can move up to
dream into a nightmare. Most weresharks are worn your movement speed toward a hostile creature you can
down toward a chaotic evil alignment. see or hear. You must end this move closer to the enemy
than you started.
Aquatic Predator. While in your beast or hybrid
form, you have a swimming speed of 30 feet. Dexterous Predator. While in your hybrid form, you
have a climbing speed of 30 feet.
Blood Frenzy. When you make an unarmed strike
against a humanoid or beast that doesn’t have all its hit Relentless Fury. You have advantage on saving
points, you can gain advantage on the attack roll. You throws against being frightened.
can use this trait a number of times equal to your profi-
ciency bonus, and you regain all expended uses when
you finish a long rest.

Limited Amphibiousness. While in your beast form,
you can breathe only water. While in your hybrid form,
you can breathe both air and water.

Werewalrus

Werewalruses are compelled by their curse to fulfill
their vices at any cost. Some dwell in frigid waters or
range as far as the tropics. Most find it impossible to live
far from the sea.

As a werewalrus, your natural weapons manifest as
fearsome tusks.

Alignment. The werewalruses’ curse heightens
hedonism and irresponsibility. The Beast Within is
concerned solely with satisfying its many vices, leading
its hosts to live a life of lavish procrastination. Most
werewalruses tend toward neutrality.

Aquatic Predator. While in your beast or hybrid
form, you have a swimming speed of 30 feet.

Glide. While you are swimming, you can take the
Disengage action as a bonus action, provided you are in
your beast or hybrid form.

Hold Breath. You can hold your breath for up
to one hour.

Frostborn. You have resistance to cold damage.

71

Racial Feats Ferocious

This section features several racial feats for true lycan- You fight with wild ferocity. You gain these benefits:
thropes, through which they may further customize
their lycanthropic abilities. At the DM’s discretion, an • Increase your Strength or Dexterity score by 1, to a
infected lycanthrope might also be allowed to select maximum of 20.
one of these feats—with the understanding that should
they ever be cured, they must replace it with a different • Whenever you take the Attack action, you can make
feat instead. an unarmed strike as a bonus action.

Bloodhound • While in your beast or hybrid form, your unarmed
strikes count as magical for the purpose of over-
Prey cannot escape your notice. As a keen hunter, you coming immunity or resistance to nonmag-
gain these benefits: ical attacks.

• Increase your Intelligence or Wisdom score by 1, to a Predator
maximum of 20.
You stalk prey with peerless expertise. You gain
• You gain proficiency in either the Investigation or these benefits:
Survival skill (your choice).
• Increase your Dexterity score by 1, to a
• You have advantage on Wisdom (Perception) checks maximum of 20.
that rely on smell. Additionally, you can smell blood
from up to one mile away. • You gain proficiency in the Stealth skill.
• Your long jump distance is 20 feet and your high

jump is 10 feet, with or without a running start. You
can add either your Strength or Dexterity modifier
(minimum of 0) to this distance.

Lycanthropic
Resilience

Your hide has toughened, granting you these benefits:

• Your Constitution score increases by 1, to a
maximum of 20.

• The minimum AC bonus granted by your Natural
Armor trait increases by 1.

• When you take damage, you can use your reaction
to roll a d10, reducing the damage you take by that
amount. You can use this feature a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Unbridled Fury

Your fury can’t be quenched or extinguished. You gain
these benefits:

• Increase your Charisma score by 1, to a
maximum of 20.

• You gain proficiency in the Intimidation skill.
• You can use your Shapechanger trait as a

bonus action.
• Your movement speed increases by 5 feet.

72

Infected INFECTED LYCANTHROPES IN
Lycanthropes YOUR CAMPAIGN

Player characters that succumb to lycanthropy inherit Many Dungeon Masters are hesitant to allow a lycan-
great power and greater consequences. While the thrope in their party, lest that character dominate the
benefits are mechanical, the consequences are largely campaign while suffering few drawbacks. However,
determined through roleplay. Unlike true lycanthropes, this supplement provides significant consequences of
infected lycanthropes begin with little control over their lycanthropy, including flaws that plague the charac-
Beast Within. ter’s personality and the perpetual risk that they go
wild. Lycanthropy is a narrative development, not just
A player character must obey all the rules that an upgrade to a character’s statistics.
govern lycanthropy (described in chapter 2). They risk
entering bloodlusts, must satisfy a great hunger by When using the rules from chapter 2 of this book,
devouring beasts and people, and are susceptible to a lycanthrope will have a fine line to walk that might
silvered weapons and other toxic materials. drive them to seek a cure. Lycanthropes must grap-
ple with several flaws and, perhaps worse, struggle
As described in chapter 2, an infected victim has to meet the dietary requirements of lycanthropy.
very little time to rid themselves of lycanthropy, after A lycanthrope that fails to feed its hunger risks
which it becomes extraordinarily difficult to cure. The going feral.
character only inherits their lycanthropic abilities
after their first transfiguration (which occurs after If it fits your campaign, you can further balance out
the infection has run its course). After this, the lycan- lycanthropy by adding monster hunters, mobs, and
thrope must choose to embrace or resist their curse, the rival lycanthropes that pursue the character through-
minutiae of which is described in the “Confronting the out the campaign. For example, if you have a were-
Curse” section of chapter 2. When using the rules of this raven in the party, a wereserpent might take notice.
supplement, a player character’s curse isn’t necessarily A werewolf might beg the “intervention” of a dutiful
spread with every attack, but is up to DM discretion. werebear committed to eradicating evil lycanthropes.
Even Dr. Rudolph van Richten himself might come to
A lycanthrope that resists their curse retains their put down the lycanthrope if news of their existence
alignment but can’t willingly transfigure into their reaches his ears.
beast or hybrid forms. When a change trigger (see
chapter 2) occurs, they lose complete control over
themselves. Some players may enjoy roleplaying
accordingly, while others may prefer for the DM to take
control of their character until the bloodlust passes.

A lycanthrope that embraces their curse gains the
alignment of their werebeast phenotype, as
well as 1d4 + 2 flaws endemic to that
phenotype (see appendix B
for details).

73

Universal Shapechanger
Lycanthrope Features
You are a shapechanger and are affected by spells such
As an infected lycanthrope, you gain the following as moonbeam. As an action, you can transform into
traits, which are lost if your lycanthropy is cured: your beast form or your hybrid form. You can’t speak
or perform the verbal, somatic, or material compo-
Lycanthropic Prowess nents of spells while in beast form. Your statistics
remain the same in any form, unless stated otherwise.
Endowed with lycanthropic strength or agility, an Any equipment you are wearing or carrying isn’t trans-
ability score of yours is increased to a specific number formed. You revert to your true form if you die.
(if that ability score isn’t already higher), as determined
by your phenotype. See the Lycanthropic Prowess table. Lycanthropic

Lycanthropic Prowess Resilience

Phenotype Ability Score Increased Value Lycanthropy has honed your stamina and toughened
15 your flesh. You gain the features below, as determined
werebat Dexterity 19 by your character level.
17
werebear Strength 17 Natural Armor. Your AC equals 13 + your Dexterity
17 modifier while you aren’t wearing armor. You can
wereboar Strength 15 use your natural armor to determine your AC if the
15 armor you wear would leave you with a lower AC. A
werecheetah Dexterity 15 shield’s benefits apply as normal while you use your
15 natural armor.
werecrocodile Strength 15
15 Feral Defense. Starting at 5th level, your AC equals
werefox Dexterity 15 13 + your Constitution modifier + your Dexterity
19 modifier while you aren’t wearing armor. You can still
werehyena Strength 17 wield a shield and maintain this benefit.
15
werejaguar Strength 15 Lycanthropic Resistance. Beginning at 15th level,
15 you have resistance to bludgeoning, piercing, and
werelion Strength slashing damage inflicted by nonmagical, non-sil-
vered weapons.
werepython Strength
Lycanthropic Immunity. Beginning at 20th level,
wererat Dexterity you have immunity to bludgeoning, piercing, and
slashing damage inflicted by nonmagical, non-silvered
wereraven Dexterity weapons. This feature replaces Lycanthropic Resistance.

wereshark Strength Darkvision

weretiger Strength You have superior vision in dark and dim conditions.
You can see in dim light within 60 feet of you as if it
wereviper Dexterity were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
werewalrus Strength
Natural Weapons
werewolf Strength
While in your beast or hybrid form, you make melee
attacks with that form’s natural weapons: claws, fangs,
or other appendages. You are proficient with these
attacks. These attacks do not count as weapon attacks
or unarmed strikes.

74

Your phenotype determines the damage, damage Phenotype Features
type, and which modifiers you can use for the attack
and damage rolls. If your Strength score was increased Your werebeast phenotype grants you several more
by the Lycanthropic Prowess feature, you use Strength features, or augments those you may already have, in
for your attack and damage rolls; if your Dexterity addition to the features above:
score was increased, you can use Strength or Dexterity.
See the Natural Weapons table for the damage of Werebat Features
your attacks.
As a werebat, you gain the features below, some of
Natural Weapons which you can only use in your beast and hybrid form.

Phenotype Attack & Damage Alignment. If you embrace the curse, your alignment
Damage Modifier becomes lawful evil and you gain 1d4 + 2 random flaws
from the Werebat Phenotypical Flaw table in appendix
werebat Dexterity or Strength 1d6 piercing B. If you resist the curse, you retain your alignment and
instead gain 1d4 werebat flaws.
werebear Strength 2d10 piercing
or slashing Shapechanger. When you transfigure, you can turn
into a Medium giant bat or into Medium a bat-hu-
wereboar Strength 2d6 slashing manoid hybrid form. While in either form, you have a
flying speed of 40 feet.
werecheetah Dexterity or Strength 1d6 piercing
Echolocation (Beast or Hybrid Form Only).
werecrocodile Strength 2d12 piercing You have blindsight out to 30 feet while you
aren’t deafened.
werefox Dexterity or Strength 1d6 piercing
Sanguine Fulfillment. When you bite a creature
werehyena Strength 1d6 piercing with your natural weapons, you gain temporary hit
points equal to the damage dealt to the target, provided
werejaguar Strength 1d12 piercing the target is not an elemental, construct, or undead.
or slashing
Sunlight Sensitivity. While in sunlight, you have
werelion Strength 1d8 piercing disadvantage on attack rolls, as well as Wisdom
or slashing (Perception) checks that rely on sight.

werepython Strength 1d6 piercing Werebear Features

wererat Dexterity or Strength 1d4 piercing As a werebear, you gain the features below, some of
which you can only use in your beast and hybrid form.
wereraven Dexterity or Strength 1d4 piercing
Alignment. If you embrace the curse, your alignment
wereshark Strength 2d10 piercing becomes neutral good and you gain 1d4 + 2 random
flaws from the Werebear Phenotypical Flaw table in
weretiger Strength 1d10 piercing appendix B. If you resist the curse, you retain your
or slashing alignment and instead gain 1d4 werebear flaws.

wereviper Dexterity or Strength 1d6 piercing Shapechanger. When you transfigure, you can turn
into a Large bear or a Large bear-humanoid hybrid.
werewalrus Strength 1d10 piercing While in either form, you have a walking speed of 40
feet and a climbing speed of 30 feet, as well as a +1
werewolf Strength 2d6 piercing bonus to your AC.
or slashing
Keen Smell. You have advantage on Wisdom
Extra Attack (Perception) checks that rely on smell.

Starting at 5th level, while in your hybrid form, you
can attack twice with your natural weapons, instead of
once, whenever you take the Attack action on your turn.

75

Wereboar Features Werecrocodile

As a wereboar, you gain the features below, some of Features
which you can only use in your beast and hybrid form.
As a werecrocodile, you gain the features below, some of
Alignment. If you embrace the curse, your alignment which you can only use in your beast and hybrid form.
becomes neutral evil and you gain 1d4 + 2 random
flaws from the Wereboar Phenotypical Flaw table in Alignment. If you embrace the curse, your alignment
appendix B. If you resist the curse, you retain your becomes neutral evil and you gain 1d4 + 2 random
alignment and instead gain 1d4 wereboar flaws. flaws from the Werecrocodile Phenotypical Flaw table
in appendix B. If you resist the curse, you retain your
Shapechanger. When you transfigure, you can alignment and instead gain 1d4 werecrocodile flaws.
transform into a Medium boar or a Medium boar-hu-
manoid hybrid. Your walking speed increases by 10 feet Shapechanger. When you transfigure, you can turn
in either form and you have a +1 bonus to your AC. into a Large crocodile or Large crocodile-humanoid
hybrid. While in either form, you have a swimming
Charge (Beast or Hybrid Form Only). When you speed of 40 feet and a +2 bonus to your AC.
move at least 15 feet straight toward a creature and hit
it with your natural weapons, you deal an extra 2d6 Hold Breath. You can hold your breath for
slashing damage. up to 1 hour.

Relentless. When you are reduced to 0 hit points, you Keen Sight and Smell. You have advantage on
can roll 4d6. If the damage is less than the result of the Wisdom (Perception) checks that rely on sight or smell.
roll, you are reduced to 1 hit point instead. Once you use
this feature, you can’t use it again until after you finish Lockjaw (Beast or Hybrid Form Only). When you
a long rest. bite a creature with your natural weapons, they are
grappled. The target must use an action to make a
Werecheetah Features Strength check (DC 8 + your proficiency bonus + your
Strength modifier), freeing themselves on a success.
As a werecheetah, you gain the features below, some of Until this grapple ends, the target is restrained and you
which you can only use in your beast and hybrid form. can’t bite another target. The target is also freed if you
transform into your true form.
Alignment. If you embrace the curse, your alignment
becomes neutral and you gain 1d4 + 2 random flaws Death Roll (Beast or Hybrid Form Only). When
from the Werecat Phenotypical Flaw table in appendix you have a creature grappled with your bite, you can
B. If you resist the curse, you retain your alignment and use your action to roll, twisting the target. The creature
instead gain 1d4 werecat flaws. must make a Constitution saving throw (DC 8 + your
proficiency bonus + your Strength modifier), taking
Shapechanger. When you transfigure, you can turn 3d6 bludgeoning damage on a failed save, or half as
into a Medium cheetah or a Medium cheetah-humanoid much damage on a successful one. If you and the target
hybrid. While in your beast form, you have a walking are submerged in water when you take this action, the
speed of 50 feet. damage increases to 5d6.

Keen Hearing and Smell. You have advantage
on Wisdom (Perception) checks that rely on
hearing or smell.

Swift (Beast or Hybrid Form Only). You can take the
Dash or Disengage action as a bonus action.

76

Werefox Features Werejaguar Features

As a werefox, you gain the features below, some of As a werejaguar, you gain the features below, some of
which you can only use in your beast and hybrid form. which you can only use in your beast and hybrid form.

Alignment. If you embrace the curse, your alignment Alignment. If you embrace the curse, your alignment
becomes chaotic good and you gain 1d4 + 2 random becomes neutral and you gain 1d4 + 2 random flaws
flaws from the Werefox Phenotypical Flaw table in from the Werecat Phenotypical Flaw table in appendix
appendix B. If you resist the curse, you retain your B. If you resist the curse, you retain your alignment and
alignment and instead gain 1d4 werefox flaws. instead gain 1d4 werecat flaws.

Shapechanger. When you transfigure, you can turn Shapechanger. When you transfigure, you can turn
into a Small fox or a Medium fox-humanoid hybrid. In into a Large jaguar or a Medium jaguar-humanoid
either form, your walking speed increases by 5 and you hybrid. While in your beast form, you have a walking
have a +1 bonus to your AC. speed of 40 feet. In either your beast form or hybrid
form, you also have a climbing speed of 40 feet.
Keen Hearing and Smell. You have advantage
on Wisdom (Perception) checks that rely on Go for the Throat (Beast or Hybrid Form Only).
hearing and smell. When you hit a surprised creature with your natural
weapons during the first round of combat, you deal an
Scamper. When you move, you can roll a d6, adding extra 2d6 damage.
it to your AC. This benefit lasts until the start of your
next turn. You can use this feature three times, and you Keen Hearing and Smell. You have advantage
regain all expended uses when you finish a long rest. on Wisdom (Perception) checks that rely on
hearing or smell.
Werehyena Features
Werelion Features
As a werehyena, you gain the features below, some of
which you can only use in your beast and hybrid form. As a werelion, you gain the features below, some of
which you can only use in your beast and hybrid form.
Alignment. If you embrace the curse, your alignment
becomes chaotic evil and you gain 1d4 + 2 random Alignment. If you embrace the curse, your alignment
flaws from the Werehyena Phenotypical Flaw table becomes neutral and you gain 1d4 + 2 random flaws
in appendix B. If you resist the curse, you retain your from the Werecat Phenotypical Flaw table in appendix
alignment and instead gain 1d4 werehyena flaws. B. If you resist the curse, you retain your alignment and
instead gain 1d4 werecat flaws.
Shapechanger. When you transfigure, you can turn
into a Medium hyena or a Medium hyena-humanoid Shapechanger. When you transfigure, you can
hybrid. In either form, your walking speed increases by turn into a Large lion or a Medium lion-humanoid
10 feet and you have a +1 bonus to your AC. hybrid. While in your beast form, you have a walking
speed of 40 feet.
Keen Hearing and Smell. The werehyena has
advantage on Wisdom (Perception) checks that rely on Keen Hearing and Smell. You have advantage
hearing or smell. on Wisdom (Perception) checks that rely on
hearing or smell.
Rampage (Beast or Hybrid Form Only). When you
reduce a creature to 0 hit points with a melee attack, Running Leap (Beast or Hybrid Form Only). With
you can use a bonus action to move up to half your a 10-foot running start, you can jump up to 25 feet. If
speed and make an attack with your natural weapons. you jump at least 10 feet toward a creature, you have
advantage on the next melee attack you make with your
natural weapons against that target on that turn.

77

Werepython Features Wereraven Features

As a werepython, you gain the features below, some of As a wereraven, you gain the features below, some of
which you can only use in your beast and hybrid form. which you can only use in your beast and hybrid form.

Alignment. If you embrace the curse, your alignment Alignment. If you embrace the curse, your alignment
becomes neutral evil and you gain 1d4 + 2 random becomes lawful good and you gain 1d4 + 2 random
flaws from the Wereserpent Phenotypical Flaw table flaws from the Wereraven Phenotypical Flaw table
in appendix B. If you resist the curse, you retain your in appendix B. If you resist the curse, you retain your
alignment and instead gain 1d4 wereserpent flaws. alignment and instead gain 1d4 wereraven flaws.

Shapechanger. When you transfigure, you can Shapechanger. When you transfigure, you can turn
turn into a Large snake or a Medium snake-hu- into a Tiny raven or into a Medium raven-humanoid
manoid hybrid. In either form, you have a climbing hybrid. In either form, you have a flying speed of 50 feet.
and swimming speed of 20 feet, as well as a +2
bonus to your AC. Mimicry. You can mimic simple sounds you’ve
heard, such as a person whispering, a baby crying, or
Constrict (Beast Form Only). When you take an animal chittering. To determine if the sound is a
the Attack action, you can forgo one of your attacks mimicry, a creature must make a Wisdom (Insight)
to constrict a creature within 5 feet of you. Make a check contested by your Charisma (Deception) check.
melee attack. On a hit, you deal 2d8 bludgeoning +
your Strength modifier to the target and the target is Wereshark Features
grappled, provided the target is Medium or smaller.
Until this grapple ends, the target is restrained and you As a wereshark, you gain the features below, some of
can’t constrict another target. The target can use an which you can only use in your beast and hybrid form.
action and make a Strength check (DC 8 + your profi-
ciency bonus + your Strength modifier), ending the Alignment. If you embrace the curse, your alignment
grapple on a success. becomes chaotic evil and you gain 1d4 + 2 random
flaws from the Wereshark Phenotypical Flaw table
Grappler. You have advantage on melee attacks in appendix B. If you resist the curse, you retain your
against a creature you are grappling. alignment and instead gain 1d4 wereshark flaws.

Keen Smell. You have advantage on Wisdom Shapechanger. When you transfigure, you can turn
(Perception) checks that rely on smell. into a Large shark or a Large shark-humanoid hybrid.
While in your beast form, you have a walking speed of
Wererat Features 0 feet and a swimming speed of 50 feet. In your hybrid
form, you gain a swimming speed of 40 feet. In either
As a wererat, you gain the features below, some of form, you gain a +1 bonus to your AC.
which you can only use in your beast and hybrid form.
Blood Frenzy (Beast or Hybrid Form Only). You
Alignment. If you embrace the curse, your alignment have advantage on melee attacks with your natural
becomes lawful evil and you gain 1d4 + 2 random flaws weapons against a creature that doesn’t have all
from the Wererat Phenotypical Flaw table in appendix its hit points.
B. If you resist the curse, you retain your alignment and
instead gain 1d4 wererat flaws. Electroreception (Beast or Hybrid Form Only).
While underwater, you have blindsight out to a
Shapechanger. When you transfigure, you can turn range of 60 feet.
into a Small rat or into a Medium rat-humanoid hybrid.
In either form, you have a climbing speed of 20 feet. Keen Hearing and Smell. You have advantage
on Wisdom (Perception) checks that rely on
Keen Smell. You have advantage on Wisdom hearing or smell.
(Perception) checks that rely on smell.
Limited Amphibiousness. While in your beast form,
you can breathe only water. While in your hybrid form,
you can breathe both air and water.

78

Weretiger Features Werewalrus Features

As a weretiger, you gain the features below, some of As a werewalrus, you gain the features below, some of
which you can only use in your beast and hybrid form. which you can only use in your beast and hybrid form.

Alignment. If you embrace the curse, your alignment Alignment. If you embrace the curse, your alignment
becomes neutral and you gain 1d4 + 2 random flaws becomes neutral and you gain 1d4 + 2 random flaws
from the Werecat Phenotypical Flaw table in appendix from the Werewalrus Phenotypical Flaw table in
B. If you resist the curse, you retain your alignment and appendix B. If you resist the curse, you retain your
instead gain 1d4 werecat flaws. alignment and instead gain 1d4 werewalrus flaws.

Shapechanger. When you transfigure, you can Shapechanger. When you transfigure, you can turn
turn into a Large tiger or a Medium tiger-humanoid into a Large walrus or a Medium werewalrus-humanoid
hybrid. While in your beast form, you have a walking hybrid. In either form, you gain a swimming speed of 40
speed of 40 feet. feet and a +1 bonus to your AC.

Keen Hearing and Smell. You have advantage Frostborn. You have resistance to cold damage.
on Wisdom (Perception) checks that rely on Hold Breath. You can hold your breath for
hearing or smell. up to 1 hour.
Glide (Beast or Hybrid Form Only). While you are
Pounce (Beast or Hybrid Form Only). If you move submerged in water, you do not provoke opportunity
at least 15 feet straight toward a creature and then attacks when you swim out of an enemy’s reach.
hit it with a claw attack on the same turn, that target
must succeed on a Strength saving throw (DC 8 + your Werewolf Features
proficiency bonus + your Strength modifier) or be
knocked prone. If the target is prone, you can make one As a werewolf, you gain the features below, some of
bite attack against it with your natural weapons as a which you can only use in your beast and hybrid form.
bonus action.
Alignment. If you embrace the curse, your alignment
Wereviper Features becomes chaotic evil and you gain 1d4 + 2 random
flaws from the Werewolf Phenotypical Flaw table in
As a wereserpent, you gain the features below, some of appendix B. If you resist the curse, you retain your
which you can only use in your beast and hybrid form. alignment and instead gain 1d4 werewolf flaws.

Alignment. If you embrace the curse, your alignment Shapechanger. When you transfigure, you can
becomes neutral evil and you gain 1d4 + 2 random turn into a Medium wolf or a Medium wolf-humanoid
flaws from the Wereserpent Phenotypical Flaw table hybrid. In your beast form, your walking speed is 40
in appendix B. If you resist the curse, you retain your feet. In either form, you have a +1 bonus to your AC.
alignment and instead gain 1d4 wereserpent flaws.
Keen Hearing and Smell. You have advantage
Shapechanger. When you transfigure, you can on Wisdom (Perception) checks that rely on
turn into a Large snake or a Medium snake-humanoid hearing or smell.
hybrid. In either form, you have a climbing speed of 10
feet and a swimming speed of 20 feet, as well as a +2
bonus to your AC.

Keen Smell. You have advantage on Wisdom
(Perception) checks that rely on smell.

Tracker. You have advantage on Wisdom checks
made to detect or track a creature you have hit with
your venomous bite in the last hour, as the venom you
secrete emits a pheromone you can smell from afar.

Venomous Bite. When you bite a creature with your
natural weapons, the target must make a Constitution
saving throw (DC 8 + your proficiency bonus + your
Constitution modifier), taking 2d6 poison damage on a
failed save, or half as much damage on a successful one.

79

BeCshtapitear r4 y

T he world is haunted by lycanthropes Symbolic Monsters
of thirteen separate species—phenotypes, as
van Richten classifies them—each with their Lycanthropy is both a curse and a disease, and like most
own nature, flaws, habits, and hungers. This chapter magic, its nature is influenced as much by symbolism as
features forty new stat blocks for you to use in your it is by science. Although van Richten views the afflic-
campaign, plus variants of the seven lycanthrope stat tion with the perspective of a scholar, even he must
blocks in the core fifth edition books. The original lycan- admit that some of its conditions defy sense or expecta-
thropes from the Monster Manual have been altered to tion. Take the wereserpent and mongoose, for instance.
give them darkvision, as befitting a predator, and their The mongoose is the predator of common snakes, not
statistics reflect that they belong to any humanoid of wereserpents—yet these lycanthropes are vulnerable
ancestry. to the fangs of the mongoose, predator of its symbolic
animal. This symbolism is reflected throughout a lycan-
thrope’s vulnerabilities.

80

Tr ansmitting ON ALIGNMENT
Lycanthropy
Lycanthropy is a curse that has grave consequences
As described in chapter 2, the transmission of lycan- for the heart, mind, and soul. Only the most iron-
thropy can only occur with the DM’s consent. Although willed can resist its influence, but many lycanthropes
a lycanthrope’s attacks impose a Constitution saving embrace their curse (and thereby shift their align-
throw to resist lycanthropy, you may ignore this feature ment)—or resist it until forced into a transfiguration
as needed when it suits the story. See a lycanthrope’s by danger or great change, such as a full moon.
statistics to determine which attack usually transmits
lycanthropy. While the statistics in this chapter include align-
ment, a humanoid should never have its alignment
Lycanthrope dictated, for each person is unique. In this regard, the
Str ains alignments below represent the Beast Within’s natural
alignment, which in turn affects the behavior of a
As van Richten describes in chapter 1, lycanthropes lycanthrope that has embraced their curse or—in the
come in several varieties. The statistics provided in case of those who resist it—are currently transfigured.
this chapter represent maledictive and infected lycan- This is not a hard rule, but a suggestion that assists
thrope strains. You can further modify this chapter’s the Dungeon Master in determining how the Beast
stat blocks to represent the more powerful true lycan- Within and its cursed host acts.
thropes and purestrain lycanthropes with these changes
to their statistics:

True Lycanthrope

A true lycanthrope has the following changes to
its statistics:

• The lycanthrope can use its Shapechanger trait as a
bonus action.

• The lycanthrope’s AC increases by 1 in all forms.
• The lycanthrope has proficiency in the

Deception skill.

Pur estr ain
Lycanthrope

A purestrain lycanthrope has the following changes to
its statistics:

• The lycanthrope can use its Shapechanger trait as a
bonus action, or as a reaction when it rolls initiative.

• The lycanthrope’s Intelligence score increases
by 2. Additionally, its Strength or Dexterity score
increases by 2.

• The lycanthrope’s AC increases by 2 in all forms.
• The lycanthrope has proficiency in the Persuasion

and Deception skills.
• The lycanthrope makes Charisma checks against

other lycanthropes with advantage.

81

Encounter The Archer. A creature with this
Icons icon might excel at long range combat
or have high mobility and rely on
This supplement features Vall Syrene’s Encounter Icons hit-and-run tactics; it avoids lingering
system, which provides quick insight into a creature’s in melee range if it can avoid it. The
tactics and role in combat. These icons are designed to archer is intended to be used at mid to long range,
offer advice on the creature’s behavior or show its kinds where it can pick off its foes with relative impunity. Its
of abilities at a glance, helping the DM to understand primary tactic is usually to avoid melee creatures and
how it is intended to be used in an encounter. focus on ranged enemies first, making good use of cover.

Some icons might seemingly contradict each other, The Caster. A creature with this
but this is intentional. Icons are noted on a stat block in icon is capable of casting spells or
order of importance, with the most important icon on generating magical effects. A caster
the left and the least important on the right. For example, is intended to be played based on its
a dragon would have the lair lurker icon first, followed other icons, but is likely to recognize
by the archer icon, then the rusher icon. For a dragon, other creatures with the caster icon more easily. The
remaining in its lair is far more important than staying caster’s primary tactic is to eliminate rival casters as
at range breathing fire, and setting fire to its enemies is early as possible to establish magical dominance on the
more important than rushing in with tooth and claw. battlefield.

The icons are purely an advisory tool. If you feel a The Defender. A creature with this
creature would act a particular way that goes against its icon usually has a lot of resistances
original design, then feel free to modify its behavior to and condition immunities. A defender
suit your campaign. is intended to act as the opposite to
the rusher, spreading out its attacks
Encounter Icon between nearby enemies and usually sharing an
Descriptions icon with the tank, spellcaster or archer. The defend-
er’s primary tactic is to be cautious and careful when
Each icon represents a particular set of tactics, which attacking, only moving in for the kill when it has a clear
are detailed below. The icons are in alphabetical order. sign of victory and falling back or hunkering down if
outnumbered.
The Afflicted. A creature with
this icon primarily uses diseases or The Lair Lurker. A creature with
condition effects such as paralysis or this icon has access to a lair. A lair lurker
poison to debilitate its targets. The is intended to be played based on the
afflicted is intended to be used aggres- combination of other icons on its stat
sively, and spreads its attacks out between multiple block. The lair lurker’s primary tactic is
targets first. The afflicted prioritizes attacking those to use minions or lair actions to debilitate its enemies,
who are immune to its debilitating ailments, or those and given the choice, fights from within its lair.
who have the ability to cure them, ensuring they are
dead before turning its attention to other targets. The Lone Wolf. A creature with
this icon prefers to fight alone and
The Ambusher. A creature with this doesn’t work well with other groups of
icon usually has lower-than-average hit creatures. The lone wolf is intended to
points, but a higher-than-average AC be used as a boss monster, assassin, or
and deals increased damage, especially other solitary creature. Its primary tactic depends on
when surprising a target. The ambusher the other icons present on its stat block.
is intended to be used stealthily, waiting for the
opportune moment to strike. The ambusher’s primary The Pack Hunter. A creature with
tactic is to pick off one target at a time, starting with the this icon prefers to fight in groups to
weakest looking creature first. It uses hit and run tactics surround and overwhelm its foes with
to confuse its opponents and usually retreats if cornered coordinated attacks. The larger the
or close to defeat. group, the more aggressive the attack.

82

The pack hunter usually has lower hit points or AC Blue. The creature is uncommon
than other monsters to counter the intended numbers and might have unique features. Such a
implied in its use. It is unusual to encounter one of creature is much more difficult to locate
these individually, though this might happen if it faces in the wild and might require help
weaker foes. from a hunter or tracker, or only live in
very particular environments. Examples of uncommon
The Rusher. A creature with this creatures include giant elks, ghosts, and some fiends
icon focuses its attacks on a single and other interplanar creatures.
creature at a time and continues until it
is dead. The rusher is intended to be a Red. The creature is rarely seen,
challenging foe, and usually has either a and often has more than one special
few heavy hitting attacks, or many smaller attacks it can feature or legendary actions. It might
use to continually pressure its target. The rusher often use a lair. These creatures are not
attacks relentlessly and fights to the death. easy to find, even by skilled trackers,
usually requiring magical assistance. Examples include
The Tank. A creature with this dragons, unicorns, and vampires.
icon often has a lot of hit points or a
high AC (sometimes both) and is able Orange. The creature is regarded as a myth or
to take a beating, but not necessarily legend, only ever spoken of in long-forgotten stories
inflict much damage in return. These and tall tales. The creature is often unique, either in
creatures are usually intended to be used as frontline name, existence or some other method and might
fighters against melee-heavy enemies or act as protec- have many special features and legendary actions. It is
tors for spellcasters. A tank’s primary tactic is to soak up likely to use a lair. Examples include ancient dragons,
incoming attacks and focus on a single target at a time, beholders, the tarrasque, the kraken, and legendary
shrugging off most damage while slowly whittling named characters, such as the vampire Strahd
away its target’s hit points. and Xanathar.

The Underling. A creature with Lycanthropes by Encounter Roles
this icon usually has extremely low
hit points, AC, and damage output, Lycanthrope Role / Token
and acts as a minion in a hierarchy. An
underling is intended to be used as a werebat ambusher
buffer to protect more valuable targets, or to serve as werebat apex ambusher
chaff that characters can fight their way through with werebear tank, lone wolf
little difficulty. An underling’s primary tactic is dictated werebear warden caster, lair lurker, lone wolf
by other icons on its stat block. werebear apex tank, lone wolf
wereboar rusher
Creature Rarity wereboar marauder tank, rusher
wereboar apex rusher
The icons in this supplement are shown in different werecheetah ambusher, pack hunter
colors. These colors dictate how rare a creature is werecheetah apex ambusher, pack hunter
intended to be in the world. The rarer a creature is, werejaguar ambusher, lone wolf
the more powerful it is, and the more abilities it has at werejaguar apex ambusher, lone wolf
its disposal. werelion pack hunter
werelion apex tank
Black. The creature is commonly weretiger lone wolf
found in the world and can be seen
regularly in its natural habitat. It is
nothing overly extraordinary, though
some creatures may still be consid-
ered exotic by passing travelers. Examples of common
creatures include ghouls, goblins, and bears.

83

Lycanthrope Role / Token Werebat
weretiger apex lone wolf
werecrocodile tank, lone wolf Werebats are opportunistic lycanthropes prone to short
werecrocodile menace archer, lone wolf bursts of rage. They are often mistaken for vampires—a
werecrocodile apex lair lurker, rusher misunderstanding that they use to their advantage.
werefox archer Unlike vampires, they can enter homes unbidden and
werefox puppeteer archer walk in sunlight (although they often regret it). As
werefox apex caster hematophagous predators, werebats don’t need to kill
werehyena pack hunter to eat, and can instead feed off blood. However, to avoid
werehyena chillcackle the afflicted spreading their curse to others, they generally feed only
werehyena apex rusher on beasts, as every additional werebat represents a
wererat archer, underling change to their carefully crafted ecosystem. Thus, when
wererat brute tank a werebat feeds off a person—a meal its Beast Within
wererat mastermind archer craves—it must kill its victim or rip out their teeth.
wererat apex lone wolf
wereraven archer Werebats sometimes gather in groups called
wereraven spy archer cauldrons, generally for the sake of defense, but they’re
wereraven seer caster careful to only do so if the group won’t deplete the local
wereraven apex rusher food source. Cauldrons have a strict hierarchy based
werepython ambusher, lone wolf primarily on age and strength. Styling themselves after
werepython apex ambusher, lone wolf vampires, many adopt noble titles. When one wishes to
wereviper ambusher, lone wolf ascend the hierarchy, it challenges one of their betters
wereviper apex ambusher, lone wolf to a vicious duel. The most ruthless werebats thrive
wereshark tank whereas the meek fall in line.
wereshark messiah caster
wereshark apex rusher The Beast Within. A werebat is a natural glutton
werewalrus pack hunter that only learns restraint over months and years. A
werewalrus frostbiter caster new werebat usually exsanguinates its sleeping victim,
werewalrus apex tank thereby bringing much attention to what should have
werewolf pack hunter been a harmless feeding.
werewolf beta pack hunter
werewolf alpha pack hunter, rusher Werebats find comfort in strict regiments and
werewolf apex lone wolf disdain sudden change. They often suffer in silence,
until at last exploding in a fit of rage—then quickly
calming again. The Beast Within demands respect and
deference while also disdaining humility in itself.

Flaws. A werebat has 1d6 + 2 flaws from the
Werebat Phenotypical Flaws table.

Propagation. The werebat’s curse is spread through
its fangs, with which it must feed. The careless and
gluttonous tend to produce more of their kind, which
must then be eliminated to maintain equilibrium. True
werebat couples experience reduced fertility when their
environment cannot support more predators, and most
only ever produce one child.

84

Vulnerabilities. Werebats can only be harmed by VARIANT: APEX MUTATIONS
silvered piercing weapons such as daggers or arrows.
Their anathema is scutellaria, colloquially known as A werebat that feeds off of particularly impressive
skullcap. A werebat that ingests a sprig of skullcap is individuals absorbs several of their traits. You can
poisoned for 1d6 hours, and must succeed on a DC 13 further customize a werebat apex by adding any of
Constitution saving throw, taking 41 (7d8 + 10) poison the following traits. Each additional trait increases a
damage on a failed save, or half as much damage on a werebat’s CR by 1.
successful one.
Blood Frenzy. The werebat has advantage on melee
Werebat Phenotypical Flaws attack rolls against any creature that doesn’t have all
its hit points.
1d8 Flaw
Innate Spellcasting. The werebat’s spellcasting
1 I demand respect but give none myself. ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). The werebat can innately cast the fol-
2 I never know when enough is enough. lowing spells, requiring only verbal components:

3 I refuse to apologize or admit blame. 3/day each: gust of wind, silence, vampiric touch
1/day each: blindness/deafness, enlarge/
4 Balance must be maintained in all things. reduce, hold person
Legendary Resistance (1/Day). If the werebat fails a
5 I mock the fears of others but consider saving throw, it can choose to succeed instead.
mine serious. Magic Weapons. The werebat’s attacks are magical.

6 I never share.

7 I am timid during the day but bold at night.

8 I detest eye contact.

Werebat Keen Hearing. The werebat has advantage on Wisdom
(Perception) checks that rely on hearing.
Medium humanoid (any race, shapechanger), lawful evil
Sunlight Sensitivity. While in sunlight, the werebat has disad-
Armor Class 13 vantage on attack rolls, as well as on Wisdom (Perception)
Hit Points 31 (7d8) checks that rely on sight.
Speed 30 ft. (climb 30 ft., fly 40 ft. in beast or hybrid form)
Actions
STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 10 (+0) 12 (+1) 15 (+2) Multiattack (Humanoid or Hybrid Form Only). In humanoid
form, the werebat makes two scimitar attacks or two
Skills Perception +3, Stealth +5 shortbow attacks. In hybrid form, it can make one bite
attack and one scimitar attack.
Damage Immunities bludgeoning and slashing from non-
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +5 to
magical weapons; piercing from nonmagical weapons that hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage,
and the werebat gains temporary hit points equal to the
aren’t silvered damage dealt. If the target is a humanoid, it must succeed
on a DC 10 Constitution saving throw or be cursed with
Senses darkvision 60 ft., passive Perception 13 werebat lycanthropy.

Languages any one language (can’t speak in beast form) Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
Challenge 2 (450 XP) Proficiency Bonus +2 slashing damage.

Shapechanger. The werebat can use its action to polymorph Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon
into a bat-humanoid hybrid or into a Medium giant bat, or Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3)
back into its true form, which is humanoid. Its statistics, piercing damage.
other than its size, are the same in each form. Any equip-
ment it is wearing or carrying isn’t transformed. It reverts
to its true form if it dies.

Echolocation (Beast or Hybrid Form Only). The werebat
has blindsight out to a range of 60 feet as long as it’s
not deafened.

85

Werebat Apex Keen Hearing. The werebat has advantage on Wisdom
(Perception) checks that rely on hearing.
Blood holds a power like no other. A werebat that
regularly gorges itself upon the blood of extraordi- Magic Resistance. The werebat has advantage on saving
nary mortals—wizards, dragonblooded warriors, throws against spells.
and the like—may evolve into a werebat apex. Apexes
enjoy greater reflexes and command even greater Sanguine Empowerment (3/Day). When the werebat makes
strength. In blood, these individuals find the liberty an attack roll, saving throw, or ability check, it can roll an
they’ve so desired. additional d6, adding it to the result.

This extraordinary evolution is not permanent. A Sunlight Sensitivity. While in sunlight, the werebat has disad-
werebat apex must regularly feed upon the mighty vantage on attack rolls, as well as on Wisdom (Perception)
to retain its own strength. Few are willing to relin- checks that rely on sight.
quish this power and thus seek out heroes of repute
to drink from. An apex must find and exsanguinate Actions
such a champion once every few weeks to maintain its
strength. Unlike the rest of this kind, an apex is driven Multiattack. The werebat makes two attacks, only one of
not by thirst, but fear. which can be a bite and only one of which can be a Screech.

Werebat Apex Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) piercing damage,
Medium humanoid (any race, shapechanger), lawful evil and the werebat gains temporary hit points equal to the
damage dealt. If the target is a humanoid, it must succeed
Armor Class 14 in humanoid form, 16 (natural armor) in beast on a DC 15 Constitution saving throw or be cursed with
or hybrid form werebat lycanthropy.

Hit Points 135 (18d8 + 54) Screech (Hybrid Form Only; Recharge 5-6). The werebat
Speed 30 ft. (climb 30 ft., fly 40 ft. in beast or hybrid form) unleashes a deafening screech. Each creature within 30 feet
of it that can hear it must succeed on a DC 15 Constitution
STR DEX CON INT WIS CHA saving throw, taking 10 (3d6) thunder damage on a failed
17 (+3) 19 (+4) 16 (+3) 16 (+3) 15 (+2) 19 (+4) save, or half as much damage on a successful one. A
creature within 10 feet of the werebat that fails its saving
Saving Throws Dex +8, Cha +8 throw is also deafened until the end of its next turn.

Skills Athletics +7, Perception +6, Stealth +8 Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
Damage Immunities bludgeoning and slashing from non- slashing damage.

magical weapons; piercing from nonmagical weapons that Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +8 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4)
aren’t silvered piercing damage.

Senses darkvision 60 ft., passive Perception 16 Legendary Actions

Languages any one language (can’t speak in beast form) The werebat can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
Challenge 10 (5,900 XP) Proficiency Bonus +4 at a time and only at the end of another creature’s turn.
The werebat regains spent legendary actions at the start
Shapechanger. The werebat can use a bonus action to poly- of its turn.
morph into a bat-humanoid hybrid or into a Large giant bat,
or back into its true form, which is humanoid. Its statistics, Attack. The werebat makes one attack.
other than its size and AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It Sate Thirst. The werebat scratches an incapacitated beast or
reverts to its true form if it dies. humanoid within 5 feet of it and laps at the blood, regaining
14 (2d10 + 3) hit points.
Echolocation (Beast or Hybrid Form Only). The werebat
has blindsight out to a range of 60 feet as long as it’s Wing Attack (Beast or Hybrid Form Only; Costs 2 Actions).
not deafened. The werebat beats its wings. Each creature within 10
feet of the werebat must succeed on a DC 15 Dexterity
saving throw or take 10 (2d6 + 3) bludgeoning damage
and be knocked prone. The werebat can then fly up to
half its speed.

86

Werebear Vulnerabilities. A werebear can be harmed by
silvered weapons and weapons of cold-forged iron. A
Werebears are proud and burdened lycanthropes that werebear’s anathema is belladonna (deadly nightshade
often take it upon themselves to guard sacred places or atropa belladonna). A werebear that consumes bella-
or fonts of forbidden knowledge. Strong of arm and donna is poisoned for 1d6 + 2 days, and must succeed
strong of will, werebears dwell deep within the wilds, on a DC 20 Constitution saving throw, taking 156
where they may contemplate their role in the world (18d8 + 75) poison damage on a failed save, or half as
in solitude. much damage on a successful one.

Like any other lycanthrope, a werebear hungers for Werebear Phenotypical Flaws
the flesh of people. However, they are strong enough to
tame that craving and instead hunt ordinary beasts. 1d8 Flaw

The Beast Within. A werebear’s curse drives it 1 I am fiercely territorial.
toward good in the coarsest ways. Many adopt a holi-
er-than-thou attitude, judging others too quickly and 2 I don’t trust others to rise to the occasion.
too harshly. They are territorial and rarely suffer their
burdens in silence. Many see themselves as wardens of 3 I fly into a rage when my loved ones are
the earth, shepherds of the defenseless, and parents to threatened.
the lost—and never let others forget it.
4 I know better than others.
All werebears possess an innate ferocity, which
proves calamitous when finally provoked. The curse, 5 My judgment is impeccable.
however, also imbues them with the self-control to
temper such ferocity. Great is the wrath of a bewildered 6 Nothing matters but my duty.
or bereaved werebear.
7 I suspect the worst in others.
Flaws. A werebear typically has 1d4 + 2 flaws from
the Werebear Phenotypical Flaws table. 8 I disdain the company of others.

Propagation. A werebear seldom spreads its curse other than its size and AC, are the same in each form. Any
to others, fearing that its victim will abuse its power or equipment it is wearing or carrying isn’t transformed. It
prove irresponsible. Only those it truly trusts—a dear reverts to its true form if it dies.
friend, a proven apprentice—are worthy of bearing Keen Smell. The werebear has advantage on Wisdom
such a burden. (Perception) checks that rely on smell.

Werebear Actions

Medium humanoid (any race, shapechanger), neutral good Multiattack. In bear form, the werebear makes two claw
attacks. In humanoid form, it makes two greataxe attacks.
Armor Class 10 in humanoid form, 11 (natural armor) in beast In hybrid form, it can attack like a bear or a humanoid.
or hybrid form
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +7
Hit Points 135 (18d8 + 54) to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing
Speed 30 ft. (40 ft., climb 30 ft. in beast or hybrid form) damage. If the target is a humanoid, it must succeed
on a DC 14 Constitution saving throw or be cursed with
STR DEX CON INT WIS CHA werebear lycanthropy.
10 (+0) 17 (+3) 10 (+0) 10 (+0) 12 (+1) 15 (+2)
Claw (Beast or Hybrid Form Only). Melee Weapon Attack: +7 to
Skills Perception +7 hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Damage Immunities bludgeoning, piercing, and slashing Greataxe (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4)
from nonmagical weapons that aren’t silvered or cold- slashing damage.

forged iron

Senses darkvision 60 ft., passive Perception 17

Languages any one language (can’t speak in beast form)

Challenge 5 (1,800 XP) Proficiency Bonus +3

Shapechanger. The werebear can use its action to polymorph
into a Large bear-humanoid hybrid or into a Large bear, or
back into its true form, which is humanoid. Its statistics,

87

Werebear Warden in warding their territory and binding creatures that
cannot be allowed to enter or escape that territory.
Werebears that embrace their duty as wardens of the
world’s most consequential places begin to practice Spellcasting. The werebear is a 7th-level spellcaster. Its spell-
magic befitting a ranger. These wardens specialize casting ability is Wisdom (spell save DC 14, +6 to hit with
spell attacks). The werebear knows the following spells:
Werebear Warden 1st level (4 slots): alarm, detect magic, ensnaring strike,
hunter’s mark
Medium humanoid (any race, shapechanger), neutral good 2nd level (3 slots): animal messenger, beast sense, cordon of
arrows, locate object, spike growth
Armor Class 10 in humanoid form, 11 (natural armor) in beast
or hybrid form Actions

Hit Points 135 (18d8 + 54) Multiattack. In bear form, the werebear makes two claw
Speed 30 ft. (40 ft., climb 30 ft. in beast or hybrid form) attacks. In humanoid form, it makes two greataxe attacks
or one longbow attack. In hybrid form, it can attack like a
STR DEX CON INT WIS CHA bear or a humanoid.
19 (+4) 10 (+0) 17 (+3) 14 (+2) 16 (+3) 16 (+3)
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +7
Skills Arcana +5, Insight +6, Perception +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing
damage. If the target is a humanoid, it must succeed
Damage Immunities bludgeoning, piercing, and slashing on a DC 14 Constitution saving throw or be cursed with
werebear lycanthropy.
from nonmagical weapons that aren’t silvered or cold-
Claw (Beast or Hybrid Form Only). Melee Weapon Attack: +7 to
forged iron hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Senses darkvision 60 ft., passive Perception 19 Greataxe (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4)
Languages any one language (can’t speak in beast form) slashing damage.

Challenge 8 (3,900 XP) Proficiency Bonus +3 Oversized Longbow (Humanoid or Hybrid Form Only).
Ranged Weapon Attack: +7 to hit, range 150/600 ft., one
Shapechanger. The werebear can use its action to polymorph target. Hit: 11 (2d6 + 4)
into a Large bear-humanoid hybrid or into a Large bear, or piercing damage.
back into its true form, which is humanoid. Its statistics,
other than its size and AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.

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

88

Werebear Apex admit that such an apocalypse was long overdue.
Great is the rage of a werebear apex. For so long, the
The ultimate lycanthrope, a werebear apex is born
from grief—an already powerful werebear that has lost werebear has tempered its natural ferocity. With even
everything and embraced the ferocity its curse impris- the Beast Within broken, these predators can enter a
oned long ago. To become an apex, the werebear must blinding frenzy at even the slightest provocation. While
first avenge its loved ones, after which it enters an the apex is not driven to provoke a conflict, it does
internecine battle with its Beast Within. If the Beast numb its emptiness through these brief acts of violence.
triumphs, the werebear recovers and begins to mourn; If left alone, it continues to prey upon beasts and the
if not, the werebear becomes a graven nihilist. Most occasional person.
remain in their beast form, roaming the wilds in silence.
Apexes are not irredeemable; through intense intro-
A werebear apex is incapable of feeling love, hope, spection and many years—decades even—a werebear
and faith. It cannot form new attachments, abandons can come to terms with what it has lost and what it has
its duty, and commits itself to being a witness to the become. Once it has mourned, it slowly begins to lose
world’s decay. Perpetually bitter, it resents its past its strength. An apex with a sudden desire to thwart a
duties and begins to blame even the most innocent threat or right a wrong must do so before it reverts to
people for the world’s corruption. Were the world to its true forms.
end tomorrow, a werebear apex would likely shrug and
Actions
Werebear Apex
Multiattack. The werebear makes two attacks.
Medium humanoid (any race, shapechanger), chaotic neutral
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +11
Armor Class 11 in humanoid form, 13 (natural armor) in beast to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing
or hybrid form damage. If the target is a humanoid, it must succeed
on a DC 19 Constitution saving throw or be cursed with
Hit Points 221 (26d8 + 104) werebear lycanthropy.
Speed 30 ft. (40 ft., climb 30 ft. in beast or hybrid form)
Claw (Beast or Hybrid Form Only). Melee Weapon Attack:
STR DEX CON INT WIS CHA +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6)
23 (+6) 12 (+1) 22 (+6) 11 (+0) 15 (+2) 15 (+2) slashing damage.

Saving Throws Str +11, Con +11, Wis +7 Greataxe (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d12 + 6)
Skills Athletics +11, Perception +12 slashing damage.

Damage Immunities bludgeoning, piercing, and slashing Legendary Actions

from nonmagical weapons that aren’t silvered or cold- The werebear can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
forged iron at a time and only at the end of another creature’s turn.
The werebear regains spent legendary actions at the start
Senses darkvision 60 ft., passive Perception 22 of its turn.

Languages any one language (can’t speak in beast form) Attack. The werebear makes one attack.

Challenge 15 (13,000 XP) Proficiency Bonus +5 Move. The werebear moves up to its speed without provoking
opportunity attacks.
Shapechanger. The werebear can use a bonus action to poly-
morph into a Large bear-humanoid hybrid or into a Large Maul (Beast or Hybrid Form Only; Costs 2 Actions). The
bear, or back into its true form, which is humanoid. Its werebear makes a claw attack against one target. On a hit,
statistics, other than its size and AC, are the same in each the werebear chooses one of the options below:
form. Any equipment it is wearing or carrying isn’t trans-
formed. It reverts to its true form if it dies. • The target must succeed on a DC 19 Constitution
saving throw or be stunned until the start of the were-
Frenzy (3/Day). As a bonus action, the werebear can enrage. bear’s next turn.
While enraged, it gains the following benefits:
• The werebear also strikes up to two creatures within 5 feet
• The werebear’s attacks deal an extra +3 damage. of the target. The same attack and damage rolls apply to all
• The werebear makes Strength checks with advantage. three creatures.
• The werebear cannot be charmed, frightened, or paralyzed.
• The werebear’s speed cannot be decreased below 30.

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

Legendary Resistance (3/Day). If the werebear fails a saving
throw, it can choose to succeed instead.

89

Wereboar The Beast Within. The curse of lycanthropy brings
out the most aggressive tendencies in wereboars. No
Wereboars are impetuous and cavalier lycanthropes that stone or slight can be left unchecked and they tend
delight in sowing misery and pain. A single wereboar is to solve issues with violence. The Beast Within does
a menace; a sounder of wereboars is a plague. By nature, not tolerate perceived weakness and sours a wereboar
the strong cull the weak—or so wereboars believe. With against those that do not meet its “standards”
this philosophy, they pillage others, storming out from of strength.
forests to terrorize villages. Wereboars hate werebears,
whom they often share territory with, above all others— Tenacious to the point of delusion, a wereboar never
and the dreaded werewolf is a close second. backs down from a challenge, verbal or otherwise. It
instead charges headlong into the breach, never wary of
Wereboar its odds. Few wereboars make it to old age.

Medium humanoid (any race, shapechanger), neutral evil Flaws. A wereboar typically has 1d6 + 4 flaws from
the Wereboar Phenotypical Flaws table.
Armor Class 10 in humanoid form, 11 (natural armor) in beast
or hybrid form Propagation. The wereboar’s curse is transmitted
through its tusks. Wereboars are reckless; they spread
Hit Points 78 (12d8 + 24) their curse indiscriminately and even find sadistic
Speed 30 ft. (40 ft. in beast form) pleasure when infected victims wreak havoc on others.

STR DEX CON INT WIS CHA Vulnerabilities. A wereboar is harmed both by
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) -8 (-1) silvered weapons and sharpened spears of wood—
symbolic of the weapons used to hunt boars in antiquity.
Skills Perception +2 Such a wooden spear (which counts as an improvised
weapon) must have no metal on it whatsoever. See
Damage Immunities bludgeoning, piercing, and slashing Pigstickers in chapter 5 for details on this weapon.

from nonmagical weapons that aren’t wooden spears or A wereboar’s anathema is camphor. A wereboar that
consumes camphor is poisoned for 1d8 + 12 hours,
silvered and must succeed on a DC 17 Constitution saving
throw, taking 84 (12d8 + 30) poison damage on a
Senses darkvision 60 ft., passive Perception 12 failed save, or half as much damage on a successful one.
The camphor is neutralized if it is cooked into food or
Languages any one language (can’t speak in beast form) heated to 408 degrees Fahrenheit.

Challenge 4 (1,100 XP) Proficiency Bonus +2 Wereboar Phenotypical Flaws

Shapechanger. The wereboar can use its action to poly- 1d8 Flaw
morph into a boar-humanoid hybrid or into a boar, or back
into its true form, which is humanoid. Its statistics, other 1 I never give up a grudge.
than its AC, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. It reverts to its true 2 There is no greater pleasure than
form if it dies. inflicting pain.

Charge (Beast or Hybrid Form Only). If the wereboar moves 3 To admit fault is to admit weakness.
at least 15 feet straight toward a target and then hits it with
its tusks on the same turn, the target takes an extra 7 (2d6) 4 Consequences are for other people.
slashing damage. If the target is a creature, it must succeed
on a DC 13 Strength saving throw or be knocked prone. 5 I am never to blame.

Relentless (Recharges after a Short or Long Rest). If the 6 I am impetuous and trust instinct over reason.
wereboar takes 14 damage or less that would reduce it to 0
hit points, it is reduced to 1 hit point instead. 7 I never back down from a challenge, even in
the face of death or defeat.
Actions
8 I am reckless and quick to anger.
Multiattack (Humanoid or Hybrid Form Only). The wereboar
makes two attacks, only one of which can be with its tusks. 9 Mercy is for the weak.

Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: 10 It is the right of the strong to abuse the weak.
+5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) blud-
geoning damage.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
If the target is a humanoid, it must succeed on a DC 12
Constitution saving throw or be cursed with wereboar
lycanthropy.

90

Wereboar
M ar auder

Wereboars find liberation in
destruction. Those that devote
themselves to careers of raiding
are truly fearsome behold. A
wereboar marauder often serves as
the war chief of its sounder.

Wereboar Marauder its tusks on the same turn, the target takes an extra 7 (2d6)
slashing damage. If the target is a creature, it must succeed
Medium humanoid (any race, shapechanger), neutral evil on a DC 13 Strength saving throw or be knocked prone.

Armor Class 12 in humanoid form, 13 (natural armor) in beast Reckless. At the start of its turn, the wereboar can gain advan-
or hybrid form tage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of
Hit Points 120 (16d8 + 48) its next turn.
Speed 30 ft. (40 ft. in beast form)
Relentless (Recharges after a Short or Long Rest). If the
STR DEX CON INT WIS CHA wereboar takes 21 damage or less that would reduce it to 0
19 (+4) 14 (+2) 17 (+3) 10 (+0) 12 (+1) 12 (+1) hit points, it is reduced to 1 hit point instead.

Skills Athletics +7, Perception +4 Sure-Footed (Beast or Hybrid Form Only). The wereboar has
advantage on saving throws and ability checks against
Damage Immunities bludgeoning, piercing, and slashing being knocked prone.

from nonmagical weapons that aren’t wooden spears or Actions

silvered Multiattack. The wereboar makes two attacks, only one of
which can be with its tusks.
Senses darkvision 60 ft., passive Perception 14
Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged
Languages any one language (can’t speak in beast form) Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft. Hit: 7
(1d6 + 4) slashing damage.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack:
Shapechanger. The wereboar can use its action to poly- +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) blud-
morph into a boar-humanoid hybrid or into a boar, or back geoning damage.
into its true form, which is humanoid. Its statistics, other
than its AC, are the same in each form. Any equipment it is Tusks (Beast or Hybrid Form Only). Melee Weapon Attack:
wearing or carrying isn’t transformed. It reverts to its true +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
form if it dies. damage. If the target is a humanoid, it must succeed
on a DC 14 Constitution saving throw or be cursed with
Aggressive. As a bonus action, the wereboar can move up to wereboar lycanthropy.
its speed toward a hostile creature that it can see.

Charge (Beast or Hybrid Form Only). If the wereboar moves
at least 15 feet straight toward a target and then hits it with

91

Wereboar Apex countrysides, resting only when they must. They are
indiscriminate in their destruction and care little for the
When faced with certain death, a mortally wounded attention that destruction will bring.
wereboar might discover a source of limitless ferocity:
the Beast Within’s last stand. By completely giving itself A wereboar apex either disavows its true form or
over to the curse, the wereboar becomes an indom- forgets how to revert to it. It finds liberation in its more
itable, killing machine. Such is the wereboar apex: a bestial aspects until at last it forgets it was ever a person
creature so focused on battle that it forgets that it ought to begin with. Even other wereboars give such fearsome
to be living. Wereboar apexes terrorize forests and creatures a wide berth, no longer considering them kin.

Wereboar Apex Sure-Footed (Beast or Hybrid Form Only). The wereboar has
advantage on saving throws and ability checks against
Medium humanoid (any race, shapechanger), neutral evil being knocked prone.

Armor Class 13 in humanoid form, 15 (natural armor) in beast Actions
or hybrid form
Multiattack. The wereboar makes three attacks, only one of
Hit Points 153 (18d8 + 24) which can be with its tusks.
Speed 30 ft. (40 ft. in beast form)
Javelin (Humanoid or Hybrid Form Only). Melee or Ranged
STR DEX CON INT WIS CHA Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one
20 (+5) 17 (+3) 18 (+4) -8 (+1) 14 (+2) 15 (+2) target. Hit: 12 (2d6 + 5) piercing damage.

Saving Throws Str +9, Con +8 Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack:
+9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) blud-
Skills Athletics +9, Insight +6, Perception +6 geoning damage.

Damage Immunities bludgeoning, piercing, and slashing Tusks (Beast or Hybrid Form Only). Melee Weapon Attack:
+8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing
from nonmagical weapons that aren’t wooden spears or damage. If the target is a humanoid, it must succeed
on a DC 16 Constitution saving throw or be cursed with
silvered wereboar lycanthropy.

Condition Immunities charmed, frightened Hooves (Beast or Hybrid Form Only). Melee Weapon Attack:
+8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) blud-
Senses darkvision 60 ft., passive Perception 16 geoning damage.

Languages any one language (can’t speak in beast form) Reactions

Challenge 10 (5,900 XP) Proficiency Bonus +4 Punish. When the wereboar is hit by an attack from a creature
within 5 feet of it, the wereboar can make one melee attack
Shapechanger. The wereboar can use a bonus action to poly- against that creature. On a hit, the target must succeed on
morph into a Large boar-humanoid hybrid or into a Large a DC 17 Strength saving throw or be knocked prone.
boar, or back into its true form, which is humanoid. Its
statistics, other than its size and AC, are the same in each Legendary Actions
form. Any equipment it is wearing or carrying isn’t trans-
formed. It reverts to its true form if it dies. The wereboar can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used
Brute. A melee attack deals one extra die of its damage when at a time and only at the end of another creature’s turn.
the wereboar hits with it (included in the attack). The wereboar regains spent legendary actions at the start
of its turn.
Charge (Beast or Hybrid Form Only). If the wereboar moves
at least 15 feet straight toward a target and then hits it with Attack. The wereboar makes one attack.
its tusks on the same turn, the target takes an extra 14 (4d6)
slashing damage. If the target is a creature, it must succeed Kick (Beast or Hybrid Form Only; Costs 2 Actions). The
on a DC 17 Strength saving throw or be knocked prone. wereboar makes a melee weapon attack against a creature
within 5 feet of it (+9 to hit). On a hit, the target takes 14
Vengeful Death. When the wereboar dies, it can move up to (2d8 + 5) bludgeoning damage and is knocked back 10 feet.
half its speed toward an enemy and make up to three melee
attacks against creatures within 5 feet of it. It then imme- Tenacity. The next saving throw the wereboar makes before
diately dies. the end of its next turn is made with advantage.

Relentless (Recharges after a Short or Long Rest). If the
wereboar takes 28 damage or less that would reduce it to 0
hit points, it is reduced to 1 hit point instead.

Swift. The wereboar can take the Dash action as a
bonus action.

92

Werecat Apexes. Although werecats vary greatly, they share
the same path to becoming an apex lycanthrope:
Werecats are a diverse group of lycanthropes, consisting bonding with their Beast Within. Driven by humil-
of four equally narcissistic subphenotypes: the were- iation, pride, or vanity, the werecat invites its Beast
cheetah, werejaguar, werelion, and weretiger. They Within into its psyche. The two—the host and its dark,
share a haughty nature and a disdain for outsiders— parasitic entity—become one. The curse’s demands
especially other werecats. So long as its great hunger become ever more welcome thoughts until the werecat
is sated, a werecat can be a valuable (albeit conceited) can no longer distinguish these dark urges from its
ally. A werecat protects its territory from other own desires. Given time, the apex becomes little
monsters, thereby ensuring that its food source is not more than a slave to its curse. In return, the werecat
exhausted. In this regard, werecats can be a welcome commands the extraordinary strength necessary for its
addition to a region—until they begin hunting loftiest ambitions.
ordinary people.
Werecat Phenotypical Flaws
The Beast Within. Though werecats are selfish
and often contemptible, they aren’t explicitly driven 1d8 Flaw
toward evil, unlike most other lycanthropes. Their
curse instead heightens arrogance and nurses pride. It 1 My vanity knows no bounds.
is in a werecat’s nature to subjugate, not destroy. Most
werecats consider themselves the rightful sovereigns of 2 I alone have the right to rule.
an untamed kingdom but—by dint of their own grace—
live in quiet obscurity. 3 I become irritated when I’m not
meticulously groomed.
Werecats are generally indifferent to the suffering
of others and lash out when their egos are wounded. 4 I like to play with my food—living or otherwise.
The Beast Within finds great pleasure in acts of petty
revenge—the defacing of a portrait, the destruction of a 5 I tolerate no disrespect to myself or my
porcelain cup, the inconveniencing of a neighbor. Only companions.
by placating a werecat’s pride or offering a lopsided
deal does one successfully entreat with the lycanthrope. 6 I reward insults with petty vengeance.

Flaws. A werecat typically has 1d4 + 1 flaws from 7 I make the bare minimum effort.
the Werewolf Phenotypical Flaws table.
8 I never forget a slight.
Propagation. Werecats differ in their reproduction
habits, as described below. However, all prove reluctant Werecheetah
to spread their curse for fear of outside competition.
Swiftest of all werecats—and all lycanthropes—
Vulnerabilities. All werecats are vulnerable to the werecheetah prowls savannahs and plains. They
weapons edged with obsidian, such as the macuahuitl. prefer open country over rugged and forested lands.
However, werecats differ greatly in their anathema, Werecheetahs are gregarious and form groups known as
with every phenotype being susceptible to a different coalitions. While they seldom live all together, members
chemical or herb. tend to stay within a three-day trek from one another so
that they may band together against a common threat.

Vulnerability. Werecheetahs are susceptible to
a powder made from the ground seeds of baobab
(adansonia) fruit. 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.

93

Werecheetah Keen Hearing and Smell. The werecheetah has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Medium humanoid (any race, shapechanger), neutral
Swift (Beast or Hybrid Form Only). The werecheetah can take
Armor Class 13 the Dash or Disengage actions as a bonus action.
Hit Points 33 (6d8 + 6)
Speed 35 ft. (50 ft. in beast form) Actions

STR DEX CON INT WIS CHA Multiattack (Humanoid or Hybrid Form Only). In humanoid
13 (+1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 12 (+1) form, the werecheetah makes two javelin attacks. In hybrid
form, it makes two attacks, only one of which can be a bite.
Skills Perception +3, Stealth +7
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +5 to
Damage Immunities bludgeoning, piercing, and slashing hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.
If the target is a humanoid, it must succeed on a DC 11
from nonmagical weapons that aren’t silvered or edged Constitution saving throw or be cursed with werecheetah
lycanthropy.
with obsidian
Claws (Beast or Hybrid Form Only). Melee Weapon
Senses darkvision 60 ft., passive Perception 13 Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Languages any one language (can’t speak in beast form)
Javelin (Humanoid or Hybrid Form Only). Melee or Ranged
Challenge 2 (450 XP) Proficiency Bonus +2 Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft, one
target. Hit: 4 (1d6 + 1) piercing damage.
Shapechanger. The werecheetah can use its action to poly-
morph into a cheetah-humanoid hybrid or into a cheetah,
or back into its true form, which is humanoid. Its statistics
are the same in each form. Any equipment it is wearing or
carrying isn’t transformed. It reverts to its true form if it dies.

Werecheetah Apex Swift (Beast or Hybrid Form Only). The werecheetah can take
the Dash or Disengage actions as a bonus action.
Medium humanoid (any race, shapechanger), neutral
Actions
Armor Class 16 in humanoid form, 17 (natural armor) in beast
or hybrid form Multiattack. The werecheetah makes two attacks, only one of
which can be a bite.
Hit Points 90 (12d8 + 36)
Speed 40 ft. (60 ft. in beast form) Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
STR DEX CON INT WIS CHA If the target is a humanoid, it must succeed on a DC 14
17 (+3) 22 (+6) 16 (+3) 12 (+1) 15 (+2) 15 (+2) Constitution saving throw or be cursed with werecheetah
lycanthropy.
Saving Throws Str +6, Dex +9
Claws (Beast or Hybrid Form Only). Melee Weapon
Skills Athletics +6, Perception +5, Stealth +12 Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6)
slashing damage.
Damage Immunities bludgeoning, piercing, and slashing
Javelin (Humanoid or Hybrid Form Only). Melee or Ranged
from nonmagical weapons that aren’t silvered or edged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft, one
target. Hit: 6 (1d6 + 3) piercing damage.
with obsidian
Reactions
Senses darkvision 60 ft., passive Perception 15
Uncanny Dodge. The werecheetah halves the damage that it
Languages any one language (can’t speak in beast form) takes from an attack that hits it. The werecheetah must be
able to see the attacker.
Challenge 8 (3,900 XP) Proficiency Bonus +3
Legendary Actions
Shapechanger. The werecheetah can use a bonus action
to polymorph into a cheetah-humanoid hybrid or into a The werecheetah can take 3 legendary actions, choosing from
cheetah, or back into its true form, which is humanoid. Its the options below. Only one legendary action can be used
statistics, other than its AC, are the same in each form. Any at a time and only at the end of another creature’s turn. The
equipment it is wearing or carrying isn’t transformed. It werecheetah regains spent legendary actions at the start
reverts to its true form if it dies. of its turn.

Evasion. If the werecheetah is subjected to an effect that Attack. The werecheetah makes one melee attack.
allows it to make a Dexterity saving throw to take only
half damage, the werecheetah instead takes no damage Dodge (Costs 2 Actions). The werecheetah takes the
if it succeeds on the saving throw, and only half damage Dodge action.
if it fails.
Move. The werecheetah moves up to its speed without
Keen Hearing and Smell. The werecheetah has advantage on provoking opportunity attacks.
Wisdom (Perception) checks that rely on hearing or smell.

Werejaguar Werejaguar

Werejaguars are the wildest of werecats and, like their Medium humanoid (any race, shapechanger), chaotic neutral
namesake, have the most powerful bite of their kind.
They prove to be solitary creatures, finding comfort Armor Class 12
in silence and thrill in hunting. Werejaguars detest Hit Points 52 (8d8 + 16)
protracted battles; their Beast Within takes pride in Speed 30 ft., swim 20 ft. (40 ft. in beast or hybrid form, climb
killing prey with one strike—usually a bite to the throat.
If a werejaguar does not succeed, it is likely to retreat by 40 ft. in hybrid form)
climbing up a tree or escaping into a river. Unable to live
down this failure, the Beast Within compels the were- STR DEX CON INT WIS CHA
jaguar to stalk its creature. Many werejaguars embark 15 (+2) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 14 (+2)
upon the path of becoming an apex when they have
been humiliated by such a defeat. Skills Perception +4, Stealth +6

Werejaguars hate all other werecats, but none rankle Damage Immunities bludgeoning, piercing, and slashing
them so much as a weretiger. Conflict is inevitable
when both share hunting grounds. The werejaguar is from nonmagical weapons that aren’t silvered or edged
a true menace, stalking its enemy and pouncing from
above. It must rely on subterfuge and tactical retreats, with obsidian
for a weretiger can kill such a beast with but one swipe
of its paw. And so, the werejaguar beleaguers its foe to Senses darkvision 60 ft., passive Perception 14
the point of exhaustion.
Languages any one language (can’t speak in beast form)
Vulnerability. Mercury is the werejaguar’s
anathema. A werejaguar that consumes at least one Challenge 3 (700 XP) Proficiency Bonus +2
gram of pure liquid mercury is poisoned for 2d4 + 2
days, and must succeed on a DC 23 Constitution saving Shapechanger. The werejaguar can use its action to poly-
throw, taking 66 (8d8 + 30) poison damage on a failed morph into a jaguar-humanoid hybrid or into a Large
save, or half as much damage on a successful one. jaguar, or back into its true form, which is humanoid. Its
statistics, other than its size, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.

Go for the Throat. If the werejaguar surprises a creature and
hits it with an attack during the first round of combat, the
target takes an extra 7 (2d6) damage from the attack.

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

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid
form, the werejaguar makes two spear attacks. In
hybrid form, it can attack like a humanoid or make two
claw attacks.

Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 8 (1d12 + 2) piercing damage.
If the target is a humanoid, it must succeed on a DC 12
Constitution saving throw or be cursed with werejaguar
lycanthropy.

Claws (Beast or Hybrid Form Only). Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2)
slashing damage.

Spear (Humanoid Form Only). Melee or Ranged Weapon
Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
damage if used with two hands to make a
melee attack.

95

Werejaguar Apex

Medium humanoid (any race, shapechanger), chaotic neutral

Armor Class 14 in humanoid form, 16 (natural armor) in beast
or hybrid form

Hit Points 136 (16d8 + 64)
Speed 30 ft., swim 30 ft. (40 ft. in beast or hybrid form, climb

40 ft. in hybrid form)

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 18 (+4) 14 (+2) 14 (+2) 16 (+3)

Saving Throws Str +8, Dex +8, Cha +7

Skills Perception +10, Stealth +12

Damage Immunities bludgeoning, piercing, and slashing

from nonmagical weapons that aren’t silvered or edged

with obsidian

Condition Immunities charmed

Senses darkvision 60 ft., passive Perception 20

Languages any one language (can’t speak in beast form)

Challenge 11 (7,200 XP) Proficiency Bonus +4

Shapechanger. The werejaguar can use a bonus action to Spear (Humanoid Form Only). Melee or Ranged Weapon
polymorph into a Large jaguar-humanoid hybrid or into a Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one creature.
Large jaguar, or back into its true form, which is humanoid. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing
Its statistics, other than its size and AC, are the same in damage if used with two hands to make a melee attack.
each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies. Death From Above (Recharge 5-6). The werejaguar pounces
on a creature at least 10 feet below it. The target must
Extraordinary Leap. The weretiger’s long jump is up to 25 succeed on a DC 16 Strength saving throw, taking 10 (3d6)
feet and its high jump is up to 15 feet, with or without a bludgeoning damage on a failed save, or half as much
running start. damage on a successful one. If the target fails the saving
throw, it is also knocked prone and the werejaguar can
Go for the Throat. If the werejaguar surprises a creature and make a bite attack against that creature as a bonus action
hits it with an attack during the first round of combat, the that benefits from its Go for the Throat trait, even if the
target takes an extra 21 (6d6) damage from the attack. creature is not surprised.

Keen Hearing and Smell. The werejaguar has advantage on Legendary Actions
Wisdom (Perception) checks that rely on hearing or smell.
The werejaguar can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If the werejaguar fails a saving the options below. Only one legendary action can be used at a
throw, it can choose to succeed instead. time and only at the end of another creature’s turn. The were-
jaguar regains spent legendary actions at the start of its turn.
Wild Cunning. The werejaguar adds its proficiency bonus to
its initiative checks. Attack. The werejaguar makes one melee attack.

Wild Stealth. The werejaguar can take the Hide action as a Move. The werejaguar moves up to its speed without
bonus action. provoking opportunity attacks.

Actions Wild Retreat (Costs 2 Actions). The werejaguar’s AC
increases by 4 until the start of its next turn. It can move
Multiattack. The werejaguar makes three attacks, only one of up to its speed, making two claws or spear attacks
which can be with its bite. against creatures within range. The werejaguar must end
this movement farther from an enemy than
Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +8 when it started.
to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing
damage. If the target is a humanoid, it must succeed on a
DC 15 Constitution saving throw or be cursed with were-
jaguar lycanthropy.

Claws (Beast or Hybrid Form Only). Melee Weapon
Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
slashing damage.

96

Werelion

Medium humanoid (any race, shapechanger), neutral

Armor Class 11
Hit Points 65 (10d8 + 20)
Speed 30 ft. (40 ft. in beast form)

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 13 (+1) 11 (+0) 14 (+2)

Skills Athletics +5, Perception +4, Stealth +3

Damage Immunities bludgeoning, piercing, and slashing

from nonmagical weapons that aren’t silvered or edged

with obsidian

Senses darkvision 60 ft., passive Perception 14

Languages any one language (can’t speak in beast form)

Challenge 3 (700 XP) Proficiency Bonus +2

Werelion Shapechanger. The werelion can use its action to polymorph
into a lion-humanoid hybrid or into a Large lion, or back
Werelions are the most gregarious of their kind. They into its true form, which is humanoid. Its statistics, other
hunt in tight-knit prides composed of about twelve than its size, are the same in each form. Any equipment it is
adults, one of whom acts as the sovereign. Werelions wearing or carrying isn’t transformed. It reverts to its true
are usually polyamorous; a pride’s sovereign has several form if it dies.
consorts. While the pride’s warriors are away, an adult
werelion is left behind, charged with protecting the Keen Hearing and Smell. The werelion has advantage on
den and cubs. The Beast Within often drives a werelion Wisdom (Perception) checks that rely on hearing or smell.
to kill or drive off children from another suitor; some
werelions refuse to tolerate unrelated cubs, while others Running Leap. With a 10-foot running start, the werelion
(especially the sovereign) tend to accept other cubs but can jump up to 25 feet. If the werelion jumps at least 10
treat their own in a much higher regard. feet toward a creature, it has advantage on the next melee
attack it makes against that target on that turn.
Vulnerability. A werelion’s anathema is the gum of
the whistling thorn tree (known to botanists as Acacia Actions
drepanolobium). A werelion that consumes whistling
thorn gum is poisoned for 1 hour, and must succeed Multiattack (Humanoid or Hybrid Form Only). In humanoid
on a DC 15 Constitution saving throw, taking 75 form, the werelion makes two longsword attacks. In
(10d8 + 30) poison damage on a failed save, or half as hybrid form, it can attack like a humanoid or make two
much damage on a successful one. claw attacks.

Werelions are also harmed by the thorns of Acacia Bite (Beast or Hybrid Form Only). Melee Weapon Attack:
drepanolobium, which can be fashioned into needles +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing
for a blowgun. Each needle deals 1d6 piercing damage damage. If the target is a humanoid, it must succeed on a
to a werelion. DC 12 Constitution saving throw or be cursed with werelion
lycanthropy.

Claws (Beast or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.

Longsword (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
slashing damage or 8 (1d10 + 3) slashing damage if used
with two hands to make a melee attack.

Frightening Roar (Hybrid Form Only; Recharge 5-6). The
werelion unleashes a frightening roar. Each creature within
30 feet of the werelion must succeed on a DC 12 Wisdom
saving throw or be frightened of the werelion for the next
minute. A creature can repeat its saving throw at the end of
its ends, ending this effect on a success.

97

Werelion Apex Bite (Beast or Hybrid Form Only). Melee Weapon Attack:
+9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing
Medium humanoid (any race, shapechanger), neutral damage. If the target is a humanoid, it must succeed on a
DC 16 Constitution saving throw or be cursed with werelion
Armor Class 13 in humanoid form, 14 (natural armor) in beast lycanthropy.
or hybrid form
Claws (Beast or Hybrid Form Only). Melee Weapon
Hit Points 170 (20d8 + 80) Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5)
Speed 30 ft. (40 ft. in beast form) slashing damage.

STR DEX CON INT WIS CHA Longsword (Humanoid or Hybrid Form Only). Melee Weapon
20 (+5) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 19 (+4) Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5)
slashing damage or 10 (1d10 + 5) slashing damage if used
Skills Athletics +9, Perception +10, Stealth +7 with two hands to make a melee attack.

Damage Immunities bludgeoning, piercing, and slashing Frightening Roar (Hybrid Form Only). The werelion unleashes
a frightening roar. Each creature within 30 feet of the
from nonmagical weapons that aren’t silvered or edged werelion must succeed on a DC 16 Wisdom saving throw
or be frightened of the werelion for the next minute. A
with obsidian creature can repeat its saving throw at the end of its ends,
ending this effect on a success.
Senses darkvision 60 ft., passive Perception 20
Stunning Roar (Hybrid Form Only; 1/Day). The werelion
Languages any one language (can’t speak in beast form) unleashes a thunderous roar that shocks the nerves.
Each creature within 20 feet of it that can hear it and that
Challenge 11 (7,200 XP) Proficiency Bonus +4 isn’t a werelion must succeed on a DC 16 Constitution
saving throw or be stunned until the end of the were-
Shapechanger. The werelion can use a bonus action to poly- lion’s next turn.
morph into a lion-humanoid hybrid or into a Large lion, or
back into its true form, which is humanoid. Its statistics, Legendary Actions
other than its size and AC, are the same in each form. Any
equipment it is wearing or carrying isn’t transformed. It The werelion can take 3 legendary actions, choosing from
reverts to its true form if it dies. the options below. Only one legendary action can be used
at a time and only at the end of another creature’s turn.
Keen Hearing and Smell. The werelion has advantage on The werelion regains spent legendary actions at the start
Wisdom (Perception) checks that rely on hearing or smell. of its turn.

Legendary Resistance (1/Day). If the werelion fails a saving Attack. The werelion makes one melee attack.
throw, it can choose to succeed instead.
Move. The werelion moves up to its speed without provoking
Running Leap. With a 10-foot running start, the werelion opportunity attacks.
can jump up to 25 feet. If the werelion jumps at least 10
feet toward a creature, it has advantage on the next melee Frightening Roar (Hybrid Form Only; Costs 2 Actions). The
attack it makes against that target on that turn. werelion uses its Frightening Roar.

Actions

Multiattack. The werelion makes two attacks and uses its
Frightening Roar once.

98

Weretiger

Medium humanoid (any race, shapechanger), neutral

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

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

Skills Perception +5, Stealth +4

Damage Immunities bludgeoning, piercing, and slashing

from nonmagical weapons that aren’t silvered or edged

with obsidian

Senses darkvision 60 ft., passive Perception 15

Languages any one language (can’t speak in beast form)

Challenge 4 (1,100 XP) Proficiency Bonus +2

Weretiger Shapechanger. The weretiger can use its action to polymorph
into a tiger-humanoid hybrid or into a Large tiger, or back
Weretigers are proud, solitary creatures that revel in into its true form, which is humanoid. Its statistics, other
the thrill of the hunt. They prove ferocious in battle but than its size, are the same in each form. Any equipment it is
sportsmanlike in other competitions. Nothing pads a wearing or carrying isn’t transformed. It reverts to its true
weretiger’s ego like victory, and so a weretiger trains to form if it dies.
perfect its archery, hunting, or other talents. Weretigers
are loath to spread their curse to others, for they Keen Hearing and Smell. The weretiger has advantage on
tolerate no competition. When a weretiger discovers a Wisdom (Perception) checks that rely on hearing or smell.
new lycanthrope—especially a werecat—in its territory,
the beast wastes no time hunting it down. Weretigers, Pounce (Beast or Hybrid Form Only). If the weretiger moves
like their namesake, are vengeful creatures that repay at least 15 feet straight toward a creature and then hits
their detractors tenfold. it with a claw attack on the same turn, that target must
succeed on a DC 14 Strength saving throw or be knocked
Vulnerability. Ginseng is a weretiger’s anathema. prone. If the target is prone, the weretiger can make one
A weretiger that consumes a ginseng root is poisoned bite attack against it as a bonus action.
for 1d4 + 2 days, and must make a DC 15 Constitution
saving throw, taking 147 (18d8 + 75) poison damage Actions
on a failed save, or half as much damage on a
successful one. Multiattack (Humanoid or Hybrid Form Only). In humanoid
form, the weretiger makes two scimitar attacks or two
longbow attacks. In hybrid form, it can attack like a
humanoid or make two claw attacks.

Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
If the target is a humanoid, it must succeed on a DC 13
Constitution saving throw or be cursed with weretiger
lycanthropy.

Claw (Beast or Hybrid Form Only). Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +4 to hit, range 150/600 ft., one target. Hit: 6
(1d8 + 2) piercing damage.

99

Weretiger Apex prone. If the target is prone, the weretiger can make one
bite attack against it as a bonus action.
Medium humanoid (any race, shapechanger), neutral
Swear Vengeance (1/Day). As a bonus action, the weretiger
Armor Class 14 in humanoid form, 15 (natural armor) in beast can turn its ire upon one creature that has harmed it in the
or hybrid form last 24 hours. Until it uses this trait again or until its concen-
tration is broken (as if it were concentrating on a spell), the
Hit Points 165 (22d8 + 66) weretiger deals an extra 7 (2d6) damage whenever it hits
Speed 30 ft. (40 ft. in beast form, climb 30 ft. in beast or this creature with a weapon attack.

hybrid form) Actions

STR DEX CON INT WIS CHA Multiattack. The weretiger makes three attacks, only one of
21 (+5) 18 (+4) 17 (+3) 14 (+2) 14 (+2) 17 (+3) which can be a bite.

Saving Throws Str +10, Con +8, Wis +7 Bite (Beast or Hybrid Form Only). Melee Weapon Attack: +10
to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing
Skills Athletics +10, Perception +12, Stealth +9 damage. If the target is a humanoid, it must succeed on a
DC 16 Constitution saving throw or be cursed with were-
Damage Immunities bludgeoning, piercing, and slashing tiger lycanthropy.

from nonmagical weapons that aren’t silvered or edged Claw (Beast or Hybrid Form Only). Melee Weapon Attack:
+10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
with obsidian slashing damage.

Condition Immunities charmed Scimitar (Humanoid or Hybrid Form Only). Melee Weapon
Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5)
Senses darkvision 60 ft., passive Perception 22 slashing damage.

Languages any one language (can’t speak in beast form) Longbow (Humanoid or Hybrid Form Only). Ranged Weapon
Attack: +9 to hit, range 150/600 ft., one target. Hit: 8
Challenge 13 (10,000 XP) Proficiency Bonus +5 (1d8 + 4) piercing damage.

Shapechanger. The weretiger can use a bonus action to poly- Legendary Actions
morph into a tiger-humanoid hybrid or into a Large tiger,
or back into its true form, which is humanoid. Its statistics, The weretiger can take 3 legendary actions, choosing from
other than its size and AC, are the same in each form. Any the options below. Only one legendary action can be used at a
equipment it is wearing or carrying isn’t transformed. It time and only at the end of another creature’s turn. The were-
reverts to its true form if it dies. tiger regains spent legendary actions at the start of its turn.

Extraordinary Leap. The weretiger’s long jump is up to 25 Attack. The weretiger makes one melee attack.
feet and its high jump is up to 15 feet, with or without a
running start. Move. The weretiger moves up to its speed without provoking
opportunity attacks.
Keen Hearing and Smell. The weretiger has advantage on
Wisdom (Perception) checks that rely on hearing or smell. Revenge (Costs 2 Actions). The weretiger makes a weapon
attack with advantage, targeting a creature it has sworn
Legendary Resistance (3/Day). If the weretiger fails a saving vengeance against. The attack scores a critical hit on a roll
throw, it can choose to succeed instead. of 19 or 20.

Pounce (Beast or Hybrid Form Only). If the weretiger moves
at least 15 feet straight toward a creature and then hits
it with a claw attack on the same turn, that target must
succeed on a DC 20 Strength saving throw or be knocked

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