Lycanthropy (Werewolf) You are cursed with lycanthropy and can transform into a wolf-humanoid hybrid or a wolf.
As a bonus action, you can transform into your hybrid form or wolf form, or revert to your humanoid form. Your statistics, other than AC, remain the same. Your equipment does not transform. You automatically revert to your humanoid form if you are reduced to 0 hit points or die.
You can transform a number of times per long rest equal to your proficiency bonus. Forms: •
Hybrid Form: You can use natural weapons (claws and bite). You are proficient with these attacks. •
Claws: Melee Weapon Attack: STR or DEX modifier + proficiency to hit, reach 5 ft., one target. Hit: 1d6 + STR/DEX slashing damage. •
Bite: Melee Weapon Attack: STR modifier + proficiency to hit, reach 5 ft., one target. Hit: 1d8 + STR piercing damage. If the target is a humanoid, it must succeed on a CON saving throw (DC 8 + proficiency + your STR modifier) or risk being cursed with lycanthropy (DM’s discretion). •
Wolf Form: Medium size, speed 40 ft., bite 2d4 + STR piercing damage. •
Keen Hearing and Smell: Advantage on Perception checks that rely on hearing or smell. Resilience of the Beast. While in hybrid or wolf form, you have resistance (not immunity) to bludgeoning, piercing, and slashing damage from nonmagical, non-silvered weapons.
Senses. You have advantage on Wisdom (Perception) checks that rely on hearing or smell in any form. Alignment and Control. The curse tempts your bestial instincts. In stressful situations, the DM may call for a Wisdom saving throw (DC 12) to avoid acting according to your beastly nature.
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