Therianthropy

by IHaveThatPower

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Therianthropy

Therianthropes (theríon, "beast", and anthrōpos, "human", of which lycanthropy is the wolf-specific variety) as presented in the Monster Manual are a fine representation of the sort of creatures that might terrorize a village, hiding in plain sight among frightened peasants who fret over the repeated loss of their livestock or mysterious murders among their friends when the moon grows full.

Other legends speak of were-creatures so ferocious that they make even ancient vampires tremble—werewolves that don't merely become wolves or take on a bestial appearance in their hybrid forms, but that grow into huge and frenzied beasts capable of tearing through armies.

This supplement assumes complete replacement of the Monster Manual "lycanthropes" with the ones presented here.

Therianthropes

One of the most ancient and feared of all curses, therianthropy can transform the most civilized person into a ravening beast.

In its natural humanoid form, many therianthropes acquire features hinting at the nature of its curse. In its beast form, a therianthrope is a fearsome predator that 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. Its hybrid form is more terrifying by far—a hulking, furred, and well-muscled humanoid body topped by a ravening beast's head.

Good therianthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Evil therianthropes may hide among normal folk, emerging at night to spread terror and bloodshed, especially under a full moon. Regardless, most therianthropes flee civilized lands not long after becoming afflicted.

The Curse

A humanoid creature may be born with the curse of therianthropy if one or both of its parents are therianthropes, or it can be afflicted with the curse after being wounded by a therianthrope's bite.

The curse, sometimes referred to as the Beast Within, has no effect until the moon next grows full. On worlds with multiple moons, it is the DM's discretion whether one moon governs this change or if it is simply any full moon that does so. On worlds with no moons, simply use a 28-day cycle or other interval as appropriate to the setting.

As that fateful night falls, the afflicted individual undergoes the First Change, transforming into their beast form. From that point forward, until dawn, the therianthrope operates purely on instinct.

At sunrise, it reverts to its humanoid form and awakens as though from fitful sleep. This continues for the next two nights of the full moon (assuming a typical lunar cycle). Unless the therianthrope is aware of its condition, it recalls its experiences while transformed only as haunting, bloody dreams.

Unless the they can piece together their dreams with news of what their nightly escapades have wrought, they are none the wiser to their condition. Precisely how an individual learns that they have become a therianthrope is up to the DM. It could be as simple as a conversation with a trusted companion who witnessed their First Change or as complex as an entire, haunting adventure that culminates in the realization that they are monster they have pursued all along.

Resisting or Embracing the Curse

A therianthrope can either resist its curse or embrace it. By resisting the curse, a therianthrope 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 and the individual transforms into its beast form—or, in dire situations, into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the Beast Within can be controlled once again.

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 or hybrid form at will. Most therianthropes that embrace their bestial natures succumb to bloodlust (see "Death Rage" below), becoming evil, opportunistic creatures that prey on the weak.

The choice to resist or embrace the curse must be made during each lunar cycle. If one chooses to resist their curse after having embraced it, one continues to run the risk of their bestial instincts taking over for as many lunar cycles as they previously spent embracing the curse.

Suppressing the Beast Within

If Remove Curse is cast at the beginning of a transformation, the therianthrope may make a Wisdom saving throw to avoid transforming entirely. The save DC is detailed in "Therianthropic Traits" below.

If the spell is cast using a 4th-level slot or higher, this save will suppress the transformation for the entire duration of a full moon.

Inspiration & Acknowledgements

The sort of creatures presented here draw much of their inspiration from White Wolf's Werewolf: The Forsaken and similar media that follow that model. Werewolves in this vein might be seen in films such as the Underworld series or Van Helsing.

This document also owes a debt of gratitude to reddit user /u/AsaTJ for this post, which is inspired by the same sources.

Much of the text in this document is repurposed or reconfigured from existing Monster Manual text.

Therianthropic Player Characters

A player character who becomes a therianthrope faces a choice: to resist or embrace their curse.

If a character chooses to resist their curse, the DM controls their actions when they succumb to their urge to change, as during the nights of a full moon. Since the character is suppressed during this time, they may still gain the benefit of a Long Rest even if their beast form spends the night engaged in wanton destruction.

If a character embraces the curse, they retain a semblance of control over their actions but run a higher risk of succumbing to their bestial natures, potentially turning on their allies or innocent bystanders.

Removing the Curse

Those wounded by therianthropes can be cured by a Remove Curse spell so long as it is cast before their First Change.

After a therianthrope's First Change, or if a therianthrope is natural-born, the curse becomes permanent and can only be undone by a Wish spell.

Therianthropic Traits

All therianthropes gain several traits upon undergoing their First Change. Depending on the beast form of the curse, they also gain additional traits as detailed in "Curse-Specific Traits" below.

Unless noted otherwise, the save DC of therianthrope abilities is equal to 8 + their proficiency bonus + their Constitution modifier.

Creature Type. The therianthrope gains the shapeshifter creature tag.

Disease Immunity. Thanks to the disease-like nature of the curse driving out any lesser effect of mundane origin, therianthropes are immune to nonmagical diseases.

Death Rage. When subject to provocation, there is a risk that a therianthrope may succumb to its curse despite their wishes, becoming an enraged killing machine. See the "Death Rage" section below.

Additional Traits

With the exception of jackalweres, who have a much different origin and nature, therianthropes also gain the following traits.

Regeneration. Therianthropes shrug off even dire injuries in mere minutes. As long as it is conscious, the therianthrope regains hit points equal to three times its proficiency bonus at the start of its turn.

Silver Weakness. If injured by a silvered weapon that deals piercing or slashing damage, a therianthrope's Regeneration ability is suppressed at the start of its next turn.

Beastial Temper. The Beast Within pushes therianthropes to threaten and intimidate rather than persuade or employ duplicity. Whenever a therianthrope would normally roll a Charisma (Persuasion) or Charisma (Deception) check, it must first make a DC 12 Wisdom saving throw. Failure means the Charisma check is made with disadvantage.

Cursed Bite (Beast or Hybrid Form Only). A creature bitten by a therianthrope must succeed on a Constitution saving throw or be cursed with the same form of therianthropy.

Curse-Embracing Traits

Therianthropes that have embraced their curse also gain the following ability.

Shapechanger. The therianthrope can use its action to polymorph into a beast or a powerful beast-humanoid hybrid, or back into its true form, which is that of a specific humanoid. Its statistics vary in each form, as noted below. Any equipment it is wearing or carrying isn't transformed and may be damaged or destroyed if it cannot adapt to the new form. It reverts to its true form if it falls unconscious or dies.

Once a therianthrope assumes its hybrid form, it cannot voluntarily assume it again until after a Short Rest.

Curse-Specific Traits

While therianthropes share many traits, they also gain special traits based on the nature of their curse.

Ability Score Changes. A therianthrope's ability scores may increase or decrease, depending on their ability scores prior to their First Change and the form of the Beast Within. These adjustments can be found in the Therianthrope Ability Scores Table below. They apply to the therianthrope's humanoid form.

A plus (+) denotes an increase to their current ability score by the listed amount (up to a maximum of 20) while a minus (-) denotes a decrease (to a minimum of 1). An up-arrow (↑) denotes an ability score increases up to the listed value if it is not already higher and a down arrow (↓) denotes an ability score decreases to the listed value if it is not already lower.

Therianthrope Ability Scores Table
Beast Str Dex Con Int Wis Cha
Bear +4 ↑17
Boar +3 ↑15 -4
Jackal ↑15 -2
Rat ↑15 ↑12 -4
Tiger +3 ↑15 ↑ 16 -1
Wolf +2 ↑13 ↑ 14 -2

Werebear

The powerful werebears often temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.

Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other therianthropes.

Keen Smell. Werebears have advantage on Wisdom (Perception) checks that rely on smell. They also have advantage on Wisdom (Survival) checks to track a scent.

Wereboar

Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.

Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs.

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

Wererat

Wererats are cunning, with sly and avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes.

A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed.

Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats.

Keen Smell. Wererats have advantage on Wisdom (Perception) checks that rely on smell. They also have advantage on Wisdom (Survival) checks to track a scent.

Weretiger

Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. They don't like to pass on their curse, because every new weretiger means competition for territory and prey.

Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups.

Keen Hearing and Smell. Weretigers have advantage on Wisdom (Perception) checks that rely on hearing or smell. They also have advantage on Wisdom (Survival) checks to track a scent.

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.

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.

Keen Hearing and Smell. Werewolves have advantage on Wisdom (Perception) checks that rely on hearing or smell. They also have advantage on Wisdom (Survival) checks to track a scent.

Pack Tactics. The werewolf has advantage on attack rolls against a creature if at least one of the werewolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Jackalwere

Jackalweres are unusual, in that they are not traditional therianthropes. Instead of being cursed humanoids, they are ordinary jackals tainted by demonic power. As a result, their bite does not pass on the curse the way it does for other therianthropes. A child with at least one jackalwere parent may still be born a jackalwere.

Damage Immunity. The jackalwere is immune to bludgeoning, piercing, and slashing damage from non-magical weapons that are not silvered.

Keen Hearing and Smell. Jackalweres have advantage on Wisdom (Perception) checks that rely on hearing or smell. They also have advantage on Wisdom (Survival) checks to track a scent.

Pack Tactics. The jackalwere has advantage on attack rolls against a creature if at least one of the jackalwere's allies is within 5 feet of the creature and the ally isn't incapacitated.

Shapechanger. The jackalwere can use its action to polymorph into a specific Medium humanoid or a powerful jackal-humanoid hybrid, or back into its true form, which is that of a Small jackal. Its statistics vary in each form, as noted elsewhere. Any equipment it is wearing or carrying isn't transformed and may be damaged or destroyed if it cannot adapt to the new form. It reverts to its true form if it falls unconscious or dies.

Once a jackalwere assumes its hybrid form, it cannot voluntarily assume it again until after a Short Rest.

Sleep Gaze. As an action, the jackalwere gazes at one creature it can see within 30 feet of it. The target must make a Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.

Therianthropic Forms

Therianthropes have three forms: their humanoid form, their beast form, and their ferocious hybrid form. While in a form other than their humanoid form, a therianthrope cannot cast spells, though it can maintain concentration on spells it has already cast.

Therianthropes unaware of their nature or who resist their curse can only adopt their beast form during the full moon, with their hybrid form brought forth when the Beast Within is driven to rage. Those aware of their nature and who embrace their curse can choose to change into either beast or hybrid form using their Shapechanger trait.

Therianthropes gain the following traits in either beast or hybrid form. See the Beast Form Traits Table and Hybrid Form Traits Table for specifics.

Ability Score Adjusments. Each therianthrope undergoes temporary ability score adjustments while in their beast or hybrid form. These adjustments are only applicable while in this form.

Size Adjustment. The beast or hybrid form may be one size category larger or smaller than the humanoid form.

Beast Form Traits Table
Beast Str Dex Con Int Wis Cha Size Base AC Speed Attacks Damage
Bear ↓4 ↓7 Larger 12 +10 ft., climb Bite, Claws 2d10 p; 2d8 s
Boar ↓4 ↓5 Larger 12 +10 ft. Tusk 2d6 s
Jackal ↓5 ↓6 Smaller +10 ft. Bite 1d4 p, Finesse
Rat ↓4 ↓4 Smaller Bite 1d4 p, Finesse
Tiger ↓5 ↓8 Larger +10 ft. Bite, Claws 1d10 p; 1d8 s
Wolf ↑15 ↓5 ↓7 Larger 12 +20 ft. Bite 2d6 p
Hybrid Form Traits Table
Beast Str Dex Con Int Wis Cha Size Base AC Speed Attacks Damage
Bear +4 ↓6 ↓7 Larger 13 +5 ft., climb Bite, Claws 2d10 p, 2d8 s
Boar +4 ↓6 ↓5 Larger 13 +5 ft. Tusk 2d6 s
Jackal +4 ↓7 ↓6 12 +5 ft. Bite, Claws 1d4 p, Finesse; 1d4 s, Finesse
Rat +4 ↓6 ↓4 12 Bite, Claws 1d4 p, Finesse; 1d4 s, Finesse
Tiger +4 ↓7 ↓8 Larger 13 +5 ft. Bite, Claws 1d10 p; 1d8 s
Wolf +4 ↑15 ↓7 ↓7 Larger 13 +10 ft. Bite, Claws 2d6 p; 2d4 s

Armor Class. The beast or hybrid form may benefit from natural armor. Its Dexterity modifier and other bonuses to AC apply, but it cannot wear most equipment suited for its humanoid form. Special barding may crafted for the beast form, which can replace its natural armor when worn, as normal. The hybrid form cannot wear fitted equipment tailored to its humanoid form and the transformation process may destroy such attire or armor.

Speed. The beast or hybrid form may have an increased speed or gain additional types of movement. Unless specified, additional types of movement have a speed equal to the humanoid form's walking speed.

Multiattack. If the therianthrope does not already have a feature such as Extra Attack, they may use an action on their turn to make two attacks, only one of which may be a Bite (Tusk, in the wereboar's case) attack. Otherwise, use the Extra Attack feature.

Beast Form

In this form, the therianthrope becomes a large, powerful beast appropriate to their curse. All beast forms gain the following additional traits.

Languages. Therianthropes in beast forms can partially understand the languages they know in their humanoid forms, but they cannot speak them. Beast Speech and spells that allow communication with animals can affect this form normally.

Unsuited to Tools. The beast form cannot use tools or wield weapons. It may carry objects in its mouth, at the DM's discretion.

Hybrid Form

In hybrid form, the therianthrope becomes a terrible combination of beast and humanoid, growing in size and muscle mass. The body is covered in fur that shares coloration with the animal form, and the head is that of a monstrous beast. The therianthrope gains the following additional traits and abilities.

Languages. In hybrid form, the therianthrope can understand the languages it knows in its humanoid forms, but can speak them only haltingly.

Unsuited to Tools. The hybrid form cannot use tools or wield certain weapons. It may wield melee weapons, but cannot take advantage of the Finesse property on any weapon it wields. It may also make ranged attacks with weapons that have the Thrown property.

Hit Points. The hybrid form is incredibly durable and driven by bestial fury. When taking on this form, the therianthrope's current hit points and hit point maximum increase by 8 × their proficiency bonus.

When leaving this form, however, their hit point maximum reverts to normal and they lose as many hit points as they originally gained. If this would reduce their current hit points to 0 or below, they immediately fall unconscious and must begin making death saving throws.

Aura Of Lunacy. The hybrid form gives off a supernatural aura of fear and dread that affects all nearby humanoids looking upon its terrible visage. Any humanoid creature that begins its turn within sight of a hybrid form and is not itself a therianthrope must make a Wisdom saving throw or experience the effects of the Fear spell. On success, they may act normally and are immune to the effect for the remainder of this transformation.

If the humanoid is an ally of the therianthrope and has seen this particular therianthrope's hybrid form before, they have advantage on the save as long as the therianthrope is not in a Death Rage (see below).

Special Beast and Hybrid Traits

The weretiger and wereboar each gain an additional trait while in either their beast or hybrid forms.

Wereboar

Wereboars in beast form gain the following ability.

Charge. If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone. The DC is 8 + the wereboar's proficiency bonus + the wereboar's Strength modifier.

Weretiger

Weretigers in beast form gain the following ability.

Pounce. 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 Strength saving throw or be knocked prone. The DC is 8 + the weretiger's proficiency bonus + the weretiger's Strength modifier. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Death Rage

Certain situations may prompt a therianthrope's bestial instincts to rise to the surface whether they resist their curse or embrace it. If a therianthrope encounters such a stimulus, they must make a Wisdom saving throw at the beginning of their next turn.

If they fail, they immediately transform into their hybrid form (no action required) and enter a Death Rage.

The save DC is based on the nature of the stimulus, detailed in the Death Rage Stimulus Table below. Only one saving throw must be made per turn, and always against the stimulus with the highest save DC applicable. As always, only roll when success or failure are in doubt.

Death Rage Stimulus Table
Stimulus Save DC
General
Taking enough damage to prompt a Massive Damage save. 10 or ½ damage
Accruing 1 failed death save 15
Betrayed by a close ally 15
Accruing 2 failed death saves 20
Loved one/close ally badly injured or slain; betrayed by a loved one 20
Combat Only
Delivering or receiving a critical hit. 10 or ½ damage
Outside Of Combat Only
Insulted; authority challenged 0
Humiliated or injured 5
Loved one/close ally in danger 10
Save Modifiers
Resisting the curse this cycle -5

The DM may select additional stimuli as appropriate, using the above table as a guideline.

For player character therianthropes, the DM should use their best judgment for when to call for these saving throws. Too frequently, and the story bogs down in a mass of random acts of violence, potentially desensitizing the players to the most horrifying aspect of therianthrope existence. Too rarely, and the players have no reason to fear their characters' extremes.

Factors Affecting The Save

Those that are resisting the curse have advantage on saving throws to avoid entering a Death Rage. Those that have adopted their hybrid form at any point during this lunar cycle—even due to a previous Death Rage—have disadvantage on these saving throws.

For a therianthrope that embraced their curse for a time but is now resisting it, the lingering effects embracing the curse mentioned in "The Curse" above apply to these saving throws.

Remember: any number of sources of advantage cancel out any number of sources of disadvantage, and vice versa.

The Effects Of Death Rage

While experiecing a Death Rage, a therianthrope is barely aware of the world around it. Allies and enemies alike are little more than vague, threatening shapes. For player character therianthropes, the DM may choose to take control during Death Rages.

As long as the therianthrope still has 1/4 or more of its maximum hit points, it attacks the creature nearest to it that is not unconscious—regardless of allegiance! If multiple such creatures are within equal distance, roll randomly to determine which it attacks. If no such creature is in range, the therianthrope moves as quickly as it can toward the nearest one. It continues in this way until all nearby such creatures that it can perceive are unconscious or killed, or it drops below 1/4 its maximum hit points.

When it drops below this hit point threshold, it instead flees from threats as quickly as it can. If its only means of escape is blocked, it tears apart the obstruction and then continues its flight. It flees until it can no longer perceive any threats and then for another minute thereafter.

A therianthrope in a Death Rage has advantage on saving throws against being charmed, frightened, or rendered unconscious.

Ending Death Rage

When all perceivable threats have either been vanquished or the therianthrope has finished its flight from them, the Death Rage ends at the end of the therianthrope's turn. Unconsciousness also ends a Death Rage, though a failed Death saving throw can cause a new Death Rage to begin. An unconscious therianthrope that enters a Death Rage immediately regains consciousness with at least 1 hit point.

When the Death Rage ends, the therianthrope reverts to its true form (no action required) and immediately gains one level of Exhaustion.

Change Log

  • 2018-09-04
    • Changed instances of "Wisdom (or Sanity if used)" to just "Wisdom" on reflection of the purpose of each ability score and the general application of their respective saving throws.
    • Added resistance to becoming charmed, frightened, or made unconscious during a Death Rage.
  • 2018-09-01
    • Changed restriction against hybrid form using Finesse weapons at all to eing unable to use the Finesse property of melee weapons they wield.
    • Clarified that creatures that are already unconscious are not perceived as threats in a Death Rage. Also specified that perceived threats can be either rendered unconsciuos or killed, rather than necessarily being killed.
  • 2018-08-31
    • Initial version.
 

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