My Documents
Support GM Binder!
## Lycanthropes One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire , features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. **Curse of Lycanthropy.** A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. ## Werewolf A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far - a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite. Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves. A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak. ### Humanoid Form Once infected by a Werewolf's bite and succumbed to the curse of lycanthropy, a character undergoes some changes to their regular state. Influenced by their phenotype ***Enhanced Senses.*** You have proficiency in the Perception skill. ***Shapechanger.*** The Character can use its action to polymorph into a wolf-humanoid hybrid at will but each additional transformation throughout the day drastically increases the chances of them losing control. ### Hybrid Form ***Armor Class.*** The characters grows thicker skin like leather and is more resilient, granting you a +1 bonus to Armor Class. ***Fast Movement.*** speed increases by 10 feet while you aren't wearing heavy armor. ***Statistics.*** The character gains a Strength of 15 if his or her score isn't already higher. ***Damage Resistances.*** The character has resistance to bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered. ***Keen Hearing and Smell.*** The character has advantage on Wisdom (Perception) checks that rely on hearing or smell. ***Darkvision.*** Accustomed to hunting at night under the moonlight, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of gray. ### Beast Form ***Damage Immunities.*** The character is immune to bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered. ***Lose control.*** The afflicted character involuntarily assumes beast form (A Dire Wolf) and forgets his or her own identity, temporarily becoming an NPC. The character remains in beast form, assuming the appropriate alignment, until the next dawn. The character’s actions during this episode are dictated by the alignment of its beast form. #### Actions ***Multiattack.*** **(Beast or Hybrid Form Only).** The werewolf makes two attacks with either its bite or its claws in any combination. ***Bite.*** **(Beast or Hybrid Form Only).** Melee Weapon Attack: reach 5 ft., one target. Hit: 1d8 + Str, piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be infected with werewolf lycanthropy. An infected creature must repeat the saving throw at the end of each long rest. A success or failure has no effect by itself. On your third success, you become free of the disease. On your third failure, you become cursed with Lycanthropy. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero should you manage to rid yourself of the disease. ***Claws.*** **(Beast or Hybrid Form Only).** Melee Weapon Attack: reach 5 ft., one creature. Hit: 2d4 + Str, slashing damage. ### Control Certain events can trigger the DM to call for a Control check to see if you can maintain control over your blood-lust and keep your mind. Taking damage from a silver weapon or falling below half health (or some other occurrence agreed with the DM) require you to make a Wisdom saving throw against a DC Influenced by the trigger and the time until the next full moon.
Werewolf PC | John J. Hewitt (Dark_HeartX)