Small Humanoid (Human, Shapechanger), Chaotic Good
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 40 ft., Climb 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
13 (+1)
Skills Perception +5, Stealth +4
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 15
Languages Common (can't speak in cat form)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shapechanger. The werecat can use its action to polymorph into a cat-humanoid hybrid or into a cat, or back into its true form, which is humanoid. 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 true form if it dies.

Keen Hearing and Smell. The werecat has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werecat makes two scimitar attacks or two hand crossbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

Bite (Cat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with werecat lycanthropy.

Claw (Cat or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Description

Werecats could take three different forms: human form, cat form, or hybrid form. In their human form, they were sensuous, slender and hedonistic. In their cat form, werecats took the guise of wild cats, such as ocelots. Their hybrid form appeared to be a humanoid with fur, a cat's face and other feline features.

Werecats were often lithe and self-indulgent. These shapechangers liked to communicate with cats, and even great cats such as lions. Being adept in charming, bluffing and disguising was something werecats greatly took advantage of. Werecats were considered the antithesis of wererats.

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.

Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

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. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

PLAYER CHARACTERS AS LYCANTHROPES

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.

The following information applies to specific lycanthropes.

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

Monster Tags: Shapechanger

Habitat: DesertGrasslandUrban

Bigbossduckman

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