Shapechanger. A werecat can use it's action to polymorph into a cat humanoid hybrid, or into a cat, or back to it's true form which is humanoid. It's statistics, other than AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed, it reverts to it's true form if it dies.
Cat Eyes. Werecats can easily recognize those they have met in crowds. Advantage on Perception checks if looking for someone they have seen.
Keen Hearing and Smell. The werecat has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bite (Cat or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecat lycanthropy.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (2d4 + 2) slashing damage.
Description
Werecats tend to reside in settlements and towns, and take on the prowl at night. While they may be a lycanthrope, they tend to be the smartest of them. However, when they prowl at night, they tend to remain in cat form and act as part of the alley cat societies found within towns. Even attacking people who try to approach them.
These creatures also have the most variation in their fur patterns. With the hybrid forms getting confused for tabaxi because of this. If a person was to give a werecat food or water as a form of goodwill, they'll affectionately bite the provider to spread their lycanthropy to them.
Player Characters as Werecats
The character gains a Dexterity of 15 to his or her score if it isn't already higher, and a +1 bonus to AC while in Cat or Hybrid form. Attacks and damage rolls for the natural weapons are based on Dexterity.
Comments