A Lycanthropes wild creature dwells in the heart of all the peoples of this world, quashed and sickened to suit the bonds of civility that fetter it. By silver's touch is it freed, shackles shed and beast-clad, and by silver's touch does it meet its end, wildeyed and foam flecked. Hunter or hunted, the beast is honest and free, and suffers not but what its own will and power impose. Lycanthrope Characters. Player characters are most likely to contract lycanthropy when attacked by an infected therianthrope, though a DM may elect to have them acquire the condition any number of other ways. A creature bitten by an infected lycanthrope must succeed on a DC 10 Constitution saving throw or contract that form of lycanthropy. Infected player characters transform when struck by the light of the full moon or when hit with the Moonbeam spell, and may at DM discretion transform in other circumstances, such as when failing a Wisdom saving throw by 10 or more. Upon transforming, a player character gains the lycanthropic damage resistances, natural weapons, multiattack, and Cursed Resilience trait, and at the beginning of each of its turns must succeed on a DC 20 Wisdom saving throw or treat all creatures as hostile until the beginning of its next turn. While transformed, the character cannot fail death saves, and it transforms back to its humanoid form at the next dawn, or if killed. Lycanthrope Lore Arcana DC 10: Were-creatures are strongly associated with the moon, and are often known to experience drastic mood shifts or even forcibly transform when exposed to sufficiently bright and direct moonlight. Arcana DC 15: Lycanthropes often feel a strong affinity and kinship for the animals they can transform into, and can communicate with them on a level deeper than speech, often traveling with great packs of their natural kin in thrall. Herbalism DC 15: Though magical weapons can deal grievous harm to lycanthropes, they can be truly slain only by the touch of silvered weapons. What is less commonly known, however, is that a solution of disolved silver can be produced by a skilled alchemist that, when applied to weapons and ammunition, temporarily mimics the effects of silvering for a fraction of the cost. Herbalism DC 20: A poison of fresh beladonna and ground varsicite can be made that causes wounds dealt to lycanthropes to fester and decay, prevent them from healing for several days. Nature DC 10: The term lycanthope is actually extremely broad, encompassing various types of both antherions, which are animals that transform into humanoid form, and therianthropes, which are humanoids that transform into animal shapes. Nature DC 15: Of those, this transformation may be a result of inherited trait, spread infection, afflicted curse, divine blessing, or induced by some magic external to the lycanthrope, such as a magical item or environ. Nature DC 20:Typically only inherited lycanthropes are capable of fully asserting control over their transformation, and only infected lycanthropes spread their condition through physical contact.
Wereape Huge giant (hill giant, shapechanger), chaotic evil Armor Class 13 (Natural Armor) Hit Points 131 (14d12 + 40) Speed 30ft. STR DEX CON INT WIS CHA 22 (+6) 8 (-1) 21 (+5) 8 (-1) 9 (-1) 6 (-2) Skills Athletics +8, Perception +2 Damage Resistances Attacks made without advantage; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Passive Perception 12 Languages Giant Challenge 8 (3,900 XP) Shapechanger. As a Bonus Action, the wereape can transform into a Huge ape-giant hybrid or into a Huge ape, or back into its true form, which is giant. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Reckless. At the start of its turn, the wereape can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Juggernaut Leap. The wereape's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start. If the wereape jumps at least 20 feet, it may land in the space of any large or smaller creature. Each of those creatures must succeed on a DC 17 Dexterity saving throw or be knocked prone. On a successful save, is instead pushed 5 feet out of the wereape's space into an unoccupied space of the creature's choice. Huge Stature. A creature adjacent to the wereape may spend half of its movement to attempt a DC 17 Strength (Athletics) check. On a success, the creature climbs onto the wereape. While climbing on the wereape, a creature has advantage on melee attacks against the wereape, and the wereape has disadvantage on melee attacks against it. Cursed Resilience. When the wereape is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The wereape makes two attacks, one of which it may replace with a use of its Brutal Shove, if available. Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Tree Trunk. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage and be pushed 5 feet away. Creatures within 5 feet of the target must make a DC 17 Dexterity saving throw, taking half the attack's damage on a failed save. Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Body Slam. The wereape throws itself prone in a 15 foot square. Each creature in the area must succeed on a DC 17 Dexterity saving throw or take 28 (8d6) bludgeoning damage. A creature that is climbing on the wereape has disadvantage on the save, and takes maximum damage if it fails. A creature that succeeds takes half damage, but may use its reaction to move up to ten feet, taking no damage if it ends this movement outside the area of effect. The wereape can't stand from prone this turn. Brutal Shove (Recharge 5-6). Up to two creatures within 15 feet of the giant and 15 feet of each other must make a DC 17 Dexterity saving throw or take 20 (3d12) bludgeoning damage and be pushed 10 feet away. A creature may fall prone as a reaction to gain advantage on this save. Reactions Kick Away. As a reaction to a creature ending its movement within 5 feet of the wereape, the wereape forces it to succeed on a DC 17 Dexterity saving throw or be knocked prone, pushed 10 feet away, and lose concentration if it was holding it.
Wereape Lore Religion DC 15: Wereape lycanthropy is a strain specific to giants, most commonly hill giants, who generally make no secret of their true nature. Wereapes are often afforded a place of honor in hill giant society, particularly within cults of Malar the Beastlord Wereape Tactics Wereapes are much more aggressive and confrontational than ordinary hill giants, fighting for the love of combat rather than merely to demonstrate their strength. They barrel into combat with their juggernaut leap, using it again whenever available, and using their Reckless trait only if they have no prone enemies to attack. They rarely give quarter or retreat, though take no special pains to finish off downed foes. Werebadger Lore Herbalism DC 20: Unique among lycanthropes, werebadgers have a vulnerability to poppy oil, which can prevent them from transforming. Nature DC 15: Werebadger lycanthropy usually afflicts only those of dwarven blood, forcing carriers to the fringes of dwarven society through the exceptionally ill temper it affords the afflicted. Werebadger Tactics Werebadgers are always on edge, looking for some slight or insult to respond to with sudden and unrestrained violence, typically focusing their attacks on the specific object of their ire until it is unconscious or dead, then making their escape by burrowing. If in mixed company, they will often fight only with fists, teeth, and improvised weapons, refraining from transforming until reduced below half hit points. Werebadger Medium humanoid (dwarf, shapechanger), chaotic evil Armor Class 13 (Natural Armor) Hit Points 90 (12d8 + 36) Speed 30 ft., burrow 10 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 16 (+3) 11 (+0) 13 (+1) 11 (+0) Skills Athletics +5, Perception +3 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Condition Immunities Frightened Senses Darkvision 60 ft., Passive Perception 14 Languages Common Challenge 4 (1,100 XP) Shapechanger. As a Bonus Action, the werebadger can transform into a badger-humanoid hybrid, into a Large badger, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Poppy Weakness. If hit with a weapon coated in poppy oil, the werebadger must succeed on a DC 15 Constitution saving throw or be forced to revert to its humanoid form and be Poisoned for the next minute. While Poisoned, the werebadger cannot use its shapechanger trait. Ornery. If the werebadger drops to 0 hit points, it makes a DC 15 Constitution saving throw. On a success, it gains 1 hit point. The werebadger makes this save at advantage if at least one hostile creature is adjacent to it. Cursed Resilience. When the werebadger is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The werebadger makes three attacks, one of which may be with its bite. Snarling Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage. Scything Shovelclaws (Badger or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (3d4 + 3) slashing damage. Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage. Reactions Loosen Skin. As a reaction when the werebadger would make an attack with disadvantage due to being restrained, it instead makes an attack at advantage. Relentless Assault. As a reaction to a creature attempting to leave its reach, the werebadger makes a claw attack. If the attack hits, the target is grappled.
Werebear Medium humanoid (human, shapechanger), neutral good Armor Class 11 (Natural Armor) Hit Points 135 (18d8 + 54) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1) Skills Athletics +7, Perception +7 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Darkvision 60 ft., Passive Perception 17 Languages Common Challenge 5 (1,800 XP) Shapechanger. As a Bonus Action, the werebear can transform into a Large bear-humanoid hybrid, into a Large bear, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Keen Hearing and Smell. The werebear has advantage on Wisdom (Perception) checks that rely on hearing or smell. Concussive Strength. A creature knocked prone by the werebear must succeed on a DC 15 Constitution saving throw or be unable to stand on its following turn. Cursed Resilience. When the werebear is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The werebear makes two attacks with its claws and one with its bite. Ripping Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Heavy Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) slashing damage and the target suffers one additional effect of the werebear's choice. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15) and restrained. The target must succeed on a DC 15 Strength saving throw or be pushed 10 feet away and knocked prone. The target must succeeed on a DC 15 Strength saving throw or have one item it is holding knocked out of its grip and flung 10 feet away. Wereboar Medium humanoid (orc, shapechanger), neutral evil Armor Class 11 (Natural Armor) Hit Points 78 (12d8 + 24) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (-1) Skills Perception +2 Senses Passive Perception 12 Languages Common, Orc Challenge 4 (1,100 XP) Shapechanger. As a Bonus Action, the wereboar can transform into a boar-humanoid hybrid, into a Large boar, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Frantic Charge. When the wereboar takes the Dash action, it may make one melee attack as a Bonus Action. If this attack hits, the target must succeed on a DC 13 Strength saving throw or be knocked prone. Cursed Resilience. When the wereboar is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The wereboar makes two melee attacks, one of which may be with its Tusk Gore. Ploughsledge Maul (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage and the target is pushed 5 feet away. Bristling Fist (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage and the target must succeed on a DC 13 Strength saving throw or be knocked prone. Tusk Gore (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. A prone target takes an additonal 7 (2d6) piercing damage. Reactions Foaming Defiance (Boar or Hybrid Form Only). As a reaction to taking damage that would reduce it to 0 hit points, the wereboar makes a DC 10 Constitution saving throw. On a success, the wereboar is instead reduced to 1 hit point. If triggered by piercing damage or a critical hit, this saving throw is made at disadvantage.
Werebear Lore Nature DC 10: The mead brewed by werebears is considered among the finest and rarest of vintages, particularly prized among dwarven thanes for its complex flavor and astounding toxicity. Nature DC 15: Werebears often act as lone protectors of nature, hermits ensconsed in whatever territories they consider under their protection. Irritable and moody, werebears are ever vigilant for threats to their domain and often find them, even where none might exist. Werebear Tactics Werebears prioritize Dexterity-based combatants wielding silvered weapons and those with healing magic in combat, first knocking them prone then disarming them with their multiattack, then trying to restrain them if they provoke an attack of opportunity. If half of their foes are downed and they have been significantly injured, they will often attempt to intimidate those remaining into fleeing. Wereboar Lore History DC 10: Wereboar lycanthropy is relatively common among orcs, who seem to possess an enhanced ability to adapt to and control the transformation. History DC 15: Among orc warbands where their brutishness and crudity is celebrated rather than merely tolerated, wereboars often rise to positions of low command, though their ability to inspire their comrades with their apparent invincibility is balanced by their lack of tactical acumen. Wereboar Tactics Wereboars prioritize enemies wielding spears and bows, happily provoking attacks of opportunity to get to them with their Frantic Charge, though once locked in often target the creature in melee range that most recently hit them with an attack or spell. Against stronger foes they prefer their Maul, but against those of slighter build they often use their Bristling Fist to knock it prone, then gore it with their tusks.
Werecrocodile Lore History DC 15: While werecrocodiles are not generally known to be cruel or sadistic, beneath their veneer of impassive politeness often lurks a cold and unceasing hunger for the flesh of humanoids that forever haunts them once they have tasted it. Nature DC 15: Werecrocodiles often train or cajole mundane crocodilians into traveling with and aiding them, a fact considered quite surprising to those unfamiliar with the natural trend toward cooperation among wild crocodiles. Werecrocodile Tactics Against a single foe, werecrocodiles will usually fight primarily with their Khopesh, transforming into their hybrid form and using their bite once engaged by multiple foes, then transforming to their crocodile form to use their Death Roll whenever available, switching back to their hybrid form while it is recharging. They are often accompanied by friendly crocodiles, in which circumstance they typically focus their efforts on dragging or hurling grappled foes into the water where they are more vulnerable. Werecrocodile Medium humanoid (human, shapechanger), neutral evil Armor Class 11 (Natural Armor) Hit Points 144 (17d10 + 51) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 9 (-1) 17 (+3) 11 (+0) 10 (+0) 11 (+0) Skills Athletics +7, Stealth +5 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Passive Perception 10 Languages Common Challenge 6 (2,300 XP) Shapechanger. As a Bonus Action, the werecrocodile can transform into a Large crocodile-humanoid hybrid, into a Large crocodile, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Grapple Vulnerability. While in hybrid or crocodile form, the werecrocodile can be grappled by a creature up to two sizes smaller than it. Cursed Resilience. When the werecrocodile is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The werecrocodile makes three attacks, one of which may be with its bite. Vicegrip Bite (Hybrid or Crocodile Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. Khopesh (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage and the creature gains no benefit from wielding a shield until the beginning of its next turn. Tail Lash (Hybrid or Crocodile Form Only). Melee Weapon Attack: +7 to hit, reach 10 ft., one target not grappled by the werecrocodile. Hit: 13 (2d8 + 4) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone. Death Roll (Crocodile Form Only, Recharge 5-6). A creature grappled by the crocodile must succeed on a DC 15 Constitution saving throw or take 45 (10d8) slashing damage and be Stunned until the end of the crocodile's next turn, or half as much damage on a success. A creature reduced to 0 hit points by this ability loses a limb (werecrocodile's choice). The werecrocodile may not use this ability if it is grappled.
Wererat Lore History DC 15: Wererats often seem to treat all of life as a competitive game, continually seeking to gain advantage and declare small victories, and view theft as simply life's reward to those clever enough not to be taken in by delusions of property. Nature DC 10: Wererats tend towards communal living in large extended family groups, often bolstering their numbers by intentionally infecting others. Seemingly, their social impulses most often override any resentment they may feel at the fate inflicted on them. Wererat Tactics Prior to combat being joined, wererats will scurry around the edges of the arena, Dodging, Hiding, and firing occasional Crossbow Bolts while they wait for an opportunity, then mob a creature once it is engaged with another threat. Wereraven Lore Arcana DC 15: Wereravens are said to be posessed of a supernatural intuition, allowing them to sense the nearness of death to a creature. History DC 15: While generally averse to combat, wereravens are vicious and decisive when forced into a melee, typically going straight for the eyes. Wereraven Tactics Wereravens are typically focused on avoiding and fleeing combat, though if they must fight prefer to rain bolts down with their Hand Crossbows from the air while in Hybrid form, descending to use their Gouging Peck against any incapacitated foe. When they flee, they use their Croaked Omen as a parting shot, targeting whichever creature is most injured.
Filth Fever. A raging fever sweeps through the creature’s body, giving it disadvantage on Strengthbased attacks, saving throws and checks. Every 24 hours, the target make a DC 15 Constitution saving throw, reducing its hit point maximum by 5 (1d10) until the disease is cured on a failure, or curing the disease on a success. The target dies if the disease reduces its hit point maximum to 0. Wererat Medium humanoid (human, shapechanger), lawful evil Armor Class 12 Hit Points 44 (8d8 + 8) Speed 30ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1) Skills Perception +2, Stealth +4 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Darkvision 60 ft., Passive Perception 12 Languages Common Challenge 1 (200 XP) Shapechanger. As a Bonus Action, the wererat can transform into a rat-humanoid hybrid, into a Large rat, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Quick Squeeze. The wererat may move through any space larger than its skull without squeezing. Cursed Resilience. When the wererat is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The wererat makes two melee attacks, one of which may be with its bite. Gnawing Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Scrabbling Claws (Rat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage and the target must succeed on on a DC 11 Constituton saving throw or be infected with Filth Fever. Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, reach 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Wereraven Medium humanoid (human, shapechanger), lawful good Armor Class 12 Hit Points 56 (12d8) Speed 30 ft. (fly 30 ft. in Raven and Hybrid Forms) STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 11 (+0) 15 (+2) 13 (+1) 14 (+2) Skills Insight +4, Perception +6 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Passive Perception 16 Languages Common Challenge 2 (450 XP) Shapechanger. As a Bonus Action, the wereraven can transform into a raven-humanoid hybrid, into a Tiny raven, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Aerobat. At the beginning of each other creature's turn, the wereraven may move up to 10 feet without provoking attacks of upportunity. Cursed Resilience. When the wereraven is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The wereraven makes two attacks. Gouging Peck (Raven or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. On a critical hit, the target must succeed on a DC 12 Constituiton saving throw or be blinded in one eye until cured by Greater Restoration or similar magic. Shortsword (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow (Human or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Croaked Omen (1/Day). One creature within 30 feet that can hear the raven must succeed on a DC 12 Charisma saving throw or be Cursed until it completes a Long Rest. While cursed in this way, a creature has disadvantage on Death saving throws and on saving throws against being Frightened.
Wereserpent Lore History DC 15: Wereserpents are known to integrate and assimilate well into broader society, often forming secretive enclaves that work together to leverage great political power. History DC 20 Wereserpents are afforded the ability to travel freely among the hidden cities of the yuan-ti, offering a rare glimpse into that insular society, as their affliction is generally considered a sign of favor from the serpentine pantheon commonly worshiped there. Wereserpent Tactics Wereserpents prefer to attack from high cover reached with their climb speed, transforming only when cornered in melee. If they manage to grapple a spellcaster with their Constrict, they largely ignore it to focus on other targets, otherwise devoting all of their attacks to finishing off the grappled creature while they drag it away from its allies. If they kill one of their foes, they will often retreat and hide nearby, returning to the fight if they spot a moment of vulnerability they can exploit. Wereserpent Medium humanoid (human, shapechanger), chaotic evil Armor Class 13 Hit Points 77 (14d8 + 14) Speed 30 ft., climb 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 14 (+2) 11 (+0) 10 (+0) Skills Athletics +5, Acrobatics +3, Deception +2, Stealth +7 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Blindsight 10 ft., Passive Perception 10 Languages Common Challenge 3 (700 XP) Shapechanger. As a Bonus Action, the wereserpent can transform into a serpent-humanoid hybrid, into a Large snake, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Cursed Resilience. When the wereserpent is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Braille. While in hybrid or snake form, the wereserpent's eyes are covered by transparent scales that protect them from harm. It has disadvantage on Wisdom (Perception) checks that rely on sight, and advantage on saving throws to avoid being Blinded. Actions Multiattack. The wereserpent makes two attacks, one of which may be with its bite. Venomous Bite (Hybrid or Snake Form Only). Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) poison damage. Recurve Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 2) piercing damage plus 3 (1d6) poison damage. Constrict (Hybrid or Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. Reactions Crush (Hybrid or Snake Form Only). As a reaction to a creature the wereserpent has grappled with its Constrict ability speaking or casting a spell with a verbal component, the wereserpent crushes the air out of its lungs. The creature cannot breathe until the grapple ends and immediately begins to suffocate.
Wereshark Lore Religion DC 15: Wereshark lycanthropy is an incredibly rare form, bestowed only as a blessing from the Sharkfather to his favored servants, and has never known to be spread through infection or inherited, except as a boon to those who defeat the Sharkfather's greatest champions. Religion DC 20: Weresharks, even those otherwise assured in their victory, often can be goaded into single combat, as their lycanthropic gifts last only so long as their god is convinced of their strength and resolve. Wereshark Tactics Weresharks begin combat by Ramming the strongest looking foe they can reach, then focus all of their attacks on it, not stopping or reevaluating the course of action until their chosen target is fully killed, or until another creature makes a credible challenge to single combat with them. If a creature is benefiting from flanking them, they may briefly transform fully into their shark form to bat it away with their tail slam, then reposition to make flanking more difficult. Wereshark Medium humanoid (human, shapechanger), neutral evil Armor Class 12 Hit Points 110 (13d12 + 26) Speed 30 ft, swim 50 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 12 (+1) 14 (+2) 9 (-1) Skills Perception +6 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Darkvision 60 ft, Blindsight 30 ft., Passive Perception 16 Languages Common Challenge 4 (1,100 XP) Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Electrosensitive. If the wereshark takes 10 or more lightning damage from a single source, it has disadvantage on attacks until the end of its following turn. Shapechanger. As a Bonus Action, the wereshark can transform into a shark-humanoid hybrid, into a shark, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Cursed Resilience. When the wereshark is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The wereshark makes two attacks, one of which may be with its bite. Serrated Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. On a success or failure, the target begins to bleed. At the begining of each of its turns, the target must succeed on a DC 12 Constitution saving throw or lose 2 (1d4) hit points, ending the effect on a success. Claw (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage and the target is grappled (escape DC 13). Tail Slam (Shark Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is pushed 5 ft. away from the wereshark. Ram (Recharge 5-6). The wereshark moves at least 20 feet in a straight line towards a creature that does not have all its hit points and makes a bite attack against it. If the attack hits, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the wereshark's next turn. Reactions Circle (1/Day). As a reaction to being reduced below 56 hit points, the wereshark moves up to half its speed without provoking attacks of opportunity and recharges its Ram. Each creature of its choice within 30 feet that has fewer than 20 hit points must succeed on a DC 13 Wisdom saving throw or be Frightened until the end of its next turn.
Mawtouched Wereshark Large humanoid (sahuagin, shapechanger), neutral evil Armor Class 17 (Natural Armor) Hit Points 161 (14d12 + 70) Speed 30 ft, swim 50 ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 21 (+5) 16 (+3) 14 (+2) 18 (+4) Saving Throws DEX +7, CON +10, CHA +9 Skills Perception +12 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Darkvision 120 ft., Blindsight 60 ft., Passive Perception 22 Languages Abyssal, Aquan, Common Challenge 15 (13,000 XP) Blood Frenzy. The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Electrosensitive. If the wereshark takes 10 or more lightning damage from a single source, it has disadvantage on attacks until the end of its following turn. Vessel of the Maw's Will (Mythic Trait, 1/day). When the wereshark is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it gains 161 temporary hit points and transforms into a Huge two-headed shark, gains a fourth legendary action each round, and it immediately regains all spent legendary actions. Legendary Resistance (3/Day). If the wereshark fails a saving throw, it can choose to succeed instead. Actions Multiattack. The wereshark makes three attacks: two with its claws and one with its bite if in humanoid form, or two with its bite and one with its tail slam if in shark form. Serrated Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage and the target begins to bleed. At the begining of each of its turns, the target must succeed on a DC 18 Constitution saving throw or lose 5 (2d4) hit points, ending the effect on a success. Claw (Humanoid Form Only). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d10 + 6) bludgeoning damage and the target is grappled (escape DC 19). Tail Slam (Shark Form Only). Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage and the target is pushed 10 feet away from the wereshark. Bloodletting Breath (Shark Form Only, Recharge 5-6). The wereshark exhales two 60 foot long, 10 foot wide streams of corrupted water. Each creature in one or more of those lines must succeed on a DC 18 Constitution saving throw, losing 42 (10d6) hit points on a failed save, or losing half as many hit points on a successful one. A creature with more than half its maximum hit points makes this save at advantage. Legendary Actions The wereshark can take 3 legendary actions, choosing from the options below. Circle. The wereshark moves up to half its speed without provoking attacks of opportunity. Each creature of its choice within 50 feet that has fewer than 20 hit points must succeed on a DC 17 Wisdom saving throw or be Frightened until the end of its next turn. Hungering Current. One creature within 60 feet must succeed on a DC 18 Strength saving throw or be pulled 15 ft. toward the wereshark. A creature with fewer than half of its maximum hit points is instead pulled 30 ft. on a failed save. Ram (Costs 2 Actions). The wereshark moves at least 20 feet in a straight line towards a creature that does not have all its hit points and makes a bite attack against it. If the attack hits, the target must succeed on a DC 18 Constitution saving throw or be stunned until the end of the wereshark's next turn.
Weretiger Lore Nature DC 10: Of all lycanthropes, weretigers are the least likely to pass unnoticed through ordinary society, as they retain their tiger-like fur Retain their tiger-like fur even when in their humanoid form. Nature DC 15: While all lycanthropes undergo mental changes due to their affliction, the shift in weretigers is often extraordinarily pronounced, causing them to exhibit truly ostentatious arrogance and perfectionism. Weretiger Tactics Weretigers most commonly stalk intruders to their domain at a distance in tiger form, allowing their foes occasional glimpses while staying out of missile range, then creep close at a moment of distraction or vulnerability and attempt to snipe the leader or face of the party with longbow fire, disappearing into the brush if pursued, then taking hybrid form and attacking with claws and bite if locked into melee. Werewolf Lore History DC 10: While werewolves of an affluent enough class to afford privacy are generaly able to mask their condition, the distaste for humanoid artifice and convention induced by their condition often leads them to seek out others of their kind and form hidden enclaves in the deep wilderness. Nature DC 15: Like true wolves, enclaves of werewolves tend exhibit complex interwoven hierarchies, where positions of leadership are context-dependant and cargiving duties for the young and infirm are shared amongst the whole group. Werewolf Tactics Werewolves always try to ambush unsuspecting prey from hiding, and do not hesitate to flee a situation where they are outnumbered or outgunned. They will often send a single pack member ahead in wolf form as a decoy to draw the attention of prey and lure it into a disadvantageous position while the rest of the pack circles round.
Weretiger Medium humanoid (human, shapechanger), neutral Armor Class 12 Hit Points 120 (16d8 + 48) Speed 40 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0) Skills Perception +5, Stealth +4 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Darkvision 60 ft., Passive Perception 15 Languages Common Challenge 4 (1,100 XP) Shapechanger. As a Bonus Action, the weretiger can transform into a tiger-humanoid hybrid, into a tiger, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Stalking Pounce. If the weretiger is hidden from each hostile creature, it may Dash as a Bonus Action. If the weretiger hits a creature with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. Cursed Resilience. When the weretiger is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The weretiger makes three attacks, one of which may be with its Throat-Ripper Bite. Throat-Ripper Bite (Hybrid or Tiger Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the target is grappled (escape DC 16). A creature already grappled by the weretiger takes an additional 9 (2d8) piercing damage. Retractable Claws. 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. Bonus Actions Daunting Roar (Recharge 5-6). As a Bonus Action, the weretiger lets out a menacing roar. Each hostile creature within 30 feet must succeed on a DC 16 Wisdom saving throw or become Frightened of the weretiger until the end of the weretiger's next turn. Werewolf Medium humanoid (human, shapechanger), chaotic evil Armor Class 12 (Natural Armor) Hit Points 71 (11d8 + 22) Speed 40 ft. STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Perception +4, Stealth +3 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Darkvision 60 Ft., Passive Perception 14 Languages Common Challenge 3 (700 XP) Shapechanger. As a Bonus Action, the werewolf can transform into a wof-humanoid hybrid, into a wolf, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Cursed Resilience. When the werewolf is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Actions Multiattack. The werewolf makes two attacks, one of which may be with its Cursed Bite. Bite (Hybrid or Wolf Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Hunting Spear (Humanoid or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 6 (1d8 + 2) piercing damage. Claw Rake. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Werewolf Pack Leader Medium humanoid (human, shapechanger), chaotic evil Armor Class 16 (Natural Armor) Hit Points 119 (14d8 + 56) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 18 (+4) 10 (+0) 11 (+0) 15 (+2) Skills Perception +6, Stealth +7 Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Senses Darkvision 60 Ft., Passive Perception 14 Languages Common Challenge 6 (2,300 XP) Shapechanger. As a Bonus Action, the werewolf can transform into a wof-humanoid hybrid, into a wolf, or back into its humanoid form. Its statistics are the same in each form. It reverts to its humanoid form if it dies. Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Cursed Resilience. When the werewolf is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions other than to Dash. If it takes damage from a silvered weapon while at 0 hit points, it is killed. Magic Resistance. The pack leader has advantage on saving throws against spells and other magical effects. Pack Leader. Other werewolves have advantage on attacks against creatures adjacent to the pack leader. Actions Multiattack. The werewolf makes three attacks: one with its bite and two with its claws. Bite (Hybrid or Wolf Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Claw Rake. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) slashing damage. Dread Howl (Recharge 5-6, Hybrid or Wolf Form Only). The werewolf emits a keening howl in a 30-foot radius. Each non-allied creature in the area that can hear it must succeed on a DC 15 Wisdom saving throw or be Frightened until the end of the werewolf's next turn. A creature Frightened in this way must take the Dash action and move away from the werewolf by the safest available route on its turn, unless there is nowhere to move. Reactions Rapid Retaliation. As a reaction to being hit with a ranged attack, the werewolf moves up to half its speed. If it ends this move adjacent to the attacker, it may make a bite attack against it as part of this reaction.
Art Credits Howlpack Resurgence by Izzy Simian Bralwer by Warren Mahy Colossal Badger by Leonardo Santanna Oyaminartok, Polar Werebear by Borja Pindado Raggadragga, Goreguts Boss by Ekaterina Burmak Werecrocodile by Michael Phillippi Wererats copyright Wizards of the Coast Tah-Crop Skirmisher by Victor Adame Minguez Marisi, Breaker of the Coil by Rudy Siswanto Fearsome Werewolf by by Andrew Mar Howlpack Alpha by Svetlin Velinov The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1000 already there, indexed in a big PDF along with formats for Foundry and 5eTools. Also check out my website and instagram, where my wife and I make handmade dice and dice bags, and where I post free books as I get them polished up. I'm trying to get a new free book like this out every other month or so. If you've got any monsters you'd like to see statted up by me, leave me a comment over in the permanent thread in r/bettermonsters and I'll put something together for you. Supported By Aaron Rosenberg AHorseWithNoName Alex Bogart Alex Gillies Alex O'Donnell Alex O'Hanlon Alisha Herbitter Allis Anders Ivarsson Andrew Cheeseman Benji Morris Bernhard Fritz Blueberryperson Bradley Webb Brandon Malofsky\ GramPositive Harrison Phillips Helltroll Hoswell Jack O'Keefe Jacob Gist Jake Serna James Hawthorne James McBride Johnathan Chavez Joseph Donley Josh Huston Justin King Kelsii Weber Kyle Cove Lascifrass Lawrence Courtrelle Luke Wheeler Malacandrian Marc Adelman Matt Herbert Matt Pierce Matthew Cullen Matthew S Mauricio Garcia Maximilian Bizjak Mehul Gupta Michael Taylor Mike Nicolan Milo Baraclough Mitch Whitehead Moritz Hackl Nathan Johnson Nathanial Schnebly Niall Nick I Niki S ObsessiveModelmaker Ondřej Kříž Oscar Mangandid Patrick Phoenix Daniels Primarily Daniel Rae Judd Rici Robert Martin Robin Bjälmsjö Robin Roberts Ronan Battistoni Rowan RuggerFoodie Sandy Hogg SardScroll saternoutlaw Saz Shadowfield Shane Sharelle D Larsen Sheila Dietrich Simen Lande Simon Bell simon Jørgensen Simon Weller SirApetus Sylphreni Tanner F Moen The Coffee Bean GM Victor Navone Vince Margaretich Walter Downard William Dixon Zach Kozel