Keen smell. The werecats has advantage on Wisdom (perception) checks that rely on smell.
Shapechanger. The werecats can use its action to polymorph into a cat-humanoid hybrid or into a swarm of cats, or back into its true form, which is a humanoid. Its statistics, other then its AC, are the same in its hybrid form and true form. In its swarm from it is a large swarm of tiny cats, it has resistance to bludgeoning, piercing, and slashing damage, and has the following condition immunities: charmed, frightened, paralyzed, petrified, prone, restrained, and stunned. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Swarm (Swarm Form Only). The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny cat. The swarm can't regain hit points or gain temporary hit points.
Multiattack. In humanoid form, the werecats makes three scimitar attacks. In hybrid form, it can attack as a humanoid, make three claw attacks, or make two claw attacks and one bites attack.
Bites (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (2d4+5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werecat lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 12 2d6+5) slashing damage.
Flurry Of Claws (Swarm Form Only). Melee Weapons attack: +8 to hit, reach 5ft., one target. Hit: 21 (6d6) slashing damage or 10 (3d6) slashing damage if the swarm has half its hit points or fewer.
Scimitar (Humanoid Or Hybrid Form Only). Melee weapon attack: +8 to hit, reach 5ft., one target. Hit 8 (1d6+5) slashing damage.
(Humanoid Or Hybrid Form Only). The werecats targets one humanoid it can see within 30 feet of it. If the target can see the werecats, it must succeed on a DC 15 Wisdom saving throw or become engrossed by cats. The engrossed creature is charmed by any cats or cat-like creatures that it can see, including the werecats in its swarm or hybrid form. When an engrossed creature is charmed by at least one cat, it must use its movement to attempt to reach a point within 5 feet of the nearest cat, using the dash action if its normal movement isn't enough. Once it reaches a cat, it must use its action to pet the cat. Each time a cat or a cat's ally dose anything harmful to the engrossed creature, including leading it to harmful, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for 1 hour or until the werecats dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the Werecat's enchanting Gaze for the next 24 hours.
Release Cat (Hybrid Or Swarm Form Only). The werecats releases a single cat from its swarm or body, or returns a released cat within 5 feet of it to its body. A released cat is placed in an unoccupied space within 5 feet of the werecats, and has the statistics of a cat (MM pg. 320). As long as the werecats and the cat are on the same plane of existence, they can communicate telepathically, and the werecat can use a bonus action to perceive through the cat's senses until the start o fits next turn, becoming blind and deaf to its own surroundings. While perceiving in this way, the werecats can take the enchanting Gaze action as if it were in the cat's space.
A released cat dies after 24 hours outside the werecats' body The werecat can have up to 3 cats released at once.
Description
A Werecat is a cunning deceptive Lycanthrope, known for its charming personality tainted with hints of malice. Unique among Lycanthropes, a werecats is not a hybrid of a single animal and single humanoid. A werecat is a hybrid of a humanoid and a swarm of cats that think with one conscious. As humanoids these creatures are lithe yet powerfully built, with groomed hair and piercing eyes, though they are often short in stature. In their hybrid form they still remain mostly humanoid, though fur grows over much of their body, cat heads sport from their arms, retractable claws appear on their fingers, and their eyes and ears become cat-like. As a swarm, they take the form of a swarm of cats, all of the areas, where these creatures blend into society and live alongside normal humanoids. With the power of humanoids, using cats to lead them places or otherwise distract its curse to become a skilled infiltrator, assassin, or thief, as their magical abilities allow them to scout and move about undetected.
Previous Versions
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