Werewolf
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.
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.
Evil lycanthropes -- Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon.
Good lycanthropes -- Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. 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.
PLAYER CHARACTERS AS LYCANTHROPES
A character who becomes a werewolf retains his or her statistics except as specified. The character gains the werewolf's speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the werewolf’s natural attacks, such as its bite or claws, which deal damage as shown in the werewolf’s statistics. The character can’t speak while in wolf form.
Passing on the Curse
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
CON Save = DC 8 + the Werewolf's proficiency bonus + the Werewolf’s CON modifier
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.
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