Wereraven (Corvanthropy) Image

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope’s speeds in nonhumanoid form, damage immunities, traits, and actions that don’t involve equipment. The character is proficient with the lycanthrope’s natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope’s statistics. The character can’t speak while in animal form.

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.

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. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

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 — or into a horrible hybrid form that combines animal and humanoid traits. 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.

The following information applies to specific lycanthropes.


Wereraven
You have been cursed with Corvanthropy. (By reading a magic book, bitten by another Wereraven or inhereted from your family. Make it fitting for your story).
A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.


 

The Curse. When confronted by a room of shiny objects or confronted with something especially shiny the player must roll a charisma saving throw. If he fails (DM decides) he has to try and steal the object. Under a full moon, your desire to gather shiny baubles becomes nearly unbearable, and you must beat a DC 20 Wisdom check to stop yourself. If you roll a natural 20, you're safe this full moon and next from these urges. If you roll a natural 1, you automatically fail for the next full moon as well. 

 

Wereraven. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the beak are based on whichever is higher of the character’s Strength and Dexterity.

Damage Immunities. Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered

Speed. 30 ft., in humanoid form; 10 ft. , fly 50 ft. in raven form; 30 ft., fly 50 ft. in hybrid form

Mimicry. You have advantage on deception checks when pretending to be someone else. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chattering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

 Regeneration. You heal an amount of hit points equal to your character level plus your Constitution modifier (minimum 1) at the beginning of each of your turns unless you've been damaged by a silvered weapon, which prevents you from being able to activate this feature until your next turn. If your hit points fall to zero and you don't die outright, you only regain hit points after succeeding on the full three death saving throws unless someone else heals or stabilizes you in the meantime.

 Beak (Raven or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 1d4+3 piercing damage in hybrid form. If the target is a humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.

Shapechanger. The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. 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 human form if it dies.

Wereraven (Corvanthropy) Image

Comments

Posts Quoted:
Reply
Clear All Quotes