
The effects of being fully cursed with lycanthropy from a werejaguar.
Shapechanger. You are a shapechanger and are affected by spells such as moonbeam. As an action, you can transform into your beast form or your hybrid form. You can’t speak or perform the verbal, somatic, or material components of spells while in beast form. Your statistics remain the same in any form, unless stated otherwise. Any equipment you are wearing or carrying isn’t transformed. You revert to your true form if you die.
When you transfigure, you can turn into a Large jaguar or a Medium jaguar-humanoid hybrid. While in your beast form, you have a walking speed of 40 feet. In either your beast form or hybrid form, you also have a climbing speed of 40 feet.
Lycanthropic Resilience. Lycanthropy has honed your stamina and toughened your flesh. You gain the features below, as determined by your character level. Natural Armor. Your AC equals 13 + your Dexterity modifier while you aren’t wearing armor. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Feral Defense. Starting at 5th level, your AC equals 13 + your Constitution modifier + your Dexterity modifier while you aren’t wearing armor. You can still wield a shield and maintain this benefit.
Lycanthropic Resistance. Beginning at 15th level, you have resistance to bludgeoning, piercing, and slashing damage inflicted by nonmagical, non-silvered weapons.
Lycanthropic Immunity. Beginning at 20th level, you have immunity to bludgeoning, piercing, and slashing damage inflicted by nonmagical, non-silvered weapons. This feature replaces Lycanthropic Resistance.
Darkvision. 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 color in darkness, only shades of gray.
Natural Weapons. While in your beast or hybrid form, you make melee attacks with that form’s natural weapons: claws, fangs, or other appendages. You are proficient with these attacks. These attacks do not count as weapon attacks or unarmed strikes.
Alignment. If you embrace the curse, your alignment becomes neutral and you gain 1d4 + 2 random flaws from the Werecat Phenotypical Flaw table in appendix B. If you resist the curse, you retain your alignment and instead gain 1d4 werecat flaws.
Go for the Throat (Beast or Hybrid Form Only). When you hit a surprised creature with your natural weapons during the first round of combat, you deal an extra 2d6 damage.
Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

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