Imagine an adventurer’s eyes turning pale at the sight of the full moon. Suddenly, shaggy tufts of fur erupt from their pores, and an unbridled howl escapes their lips as they morph into the primal form of a lycanthrope!
These classic shapeshifters are a varied bunch in Dungeons & Dragons, ranging from the archetypal werewolf to the unorthodox wereraven. This article will focus on how to play your character as a lycanthrope, plus the rules surrounding them in the Monster Manual. (If you’re a DM hoping to bring these iconic creatures to the battlefield, we recommend reading our guide on how to run werewolves like apex predators.)
Becoming a lycanthrope
A lycanthropic character typically inherits the curse from their parents or is afflicted after suffering a wound from another lycanthrope. Lycanthropy acquired via an injury can be dispelled by Remove Curse, though a lycanthrope who inherits the condition from their family can only be cured via Wish.
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.
Werewolf. The character gains a Strength of 15 if his or her score isn’t already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Werebear. The character gains a Strength of 19 if his or her score isn’t already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or her score isn’t already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character’s proficiency bonus + Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or her score isn’t already higher. Attack and damage rolls for the bite are based on whichever is higher of the character’s Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or her score isn’t already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character’s proficiency bonus + Strength modifier.
Source: Monster Manual
Lycanthrope traits
A lycanthrope has three different forms: a humanoid state, a hybrid one that combines humanoid and animal traits, and a pure animal form. Lycanthropes have the same stats as normal characters in humanoid form but benefit from the damage immunities and non-weapon stat block actions of their associated werecreature, as well as occasional bonuses in their animal and hybrid forms.
For instance, a character with werewolf lycanthropy gains a Strength of 15 and a +1 Armor Class bonus in their wolf and hybrid forms, as well as Bite and Claw abilities, which they can use for Multiattack. The character also gains immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks but becomes vulnerable to silvered weapons (the main weakness for all lycanthropes).
A lycanthrope player character can thus be supremely strong, but with this strength comes caveats. For example, the player may lose control of their character while in their hybrid form, a possibility hinted at in the Monster Manual.
Setting ground rules for lycanthropes in your game
In order to make the most of the lycanthropic curse, DMs and players should develop answers for the following questions:
1. How did the character acquire lycanthropy?
Is this condition your family legacy, or did you obtain it while suffering injuries from a werecreature ambush in the Shadowfell? Mainstream werewolf movies like "The Wolf Man" and "An American Werewolf in London" tend to depict the latter, but D&D adventures like Curse of Strahd feature families of wereravens who refer to themselves as “kindnesses,” and presumably pass their tendency to sprout feathers down each generation.
The means of how lycanthropy was acquired could be the difference between a frenzied character who has no control over their animal form and a force of nature like Oyaminartok the Winter Walker, a goliath werebear in Icewind Dale: Rime of the Frostmaiden who only passes her curse to pure-hearted souls who impress her with their fighting prowess.
2. What kind of lycanthrope is the character?
The Monster Manual contains info on werebears, wereboars, wererats, weretigers and werewolves, but there are other shapeshifters out there, including werebats (featured in Waterdeep: Dungeon of the Mad Mage). Fantastical hybrids like werecrocodiles and even weremoles were also present in older editions of D&D, and can be replicated in fifth edition by mixing different monster stat blocks.
For sheer flavor, it’s also worth noting what your character’s transformed appearance resembles. Our typical image of a werecreature is that of a wolfman, but D&D’s myriad races offer grander possibilities. A tiefling wererat might retain its characteristic horns, while an aarakocra weretiger could have vestigial wings.
3. Does the character embrace or reject their lycanthropy?
The Monster Manual states that lycanthropes can either reject their curse or embrace it. Resistance typically results in the tortured werewolf that we see in cinema who buries their inner animal until the full moon arises, while acceptance leads to at-will transformations but a potential descent into bloodlust. In D&D terms, those who resist retain their normal alignment in humanoid form but potentially become uncontrollable during a lycanthropic episode. Those who embrace witness a steady alignment shift, which might result in a character becoming the antithesis of everything they once stood for.
You may be playing in a game that pays less attention to alignment, however. Recent fifth edition releases have steered away from categorizing the personalities of monsters and humanoids with broad strokes, and a DM who wishes to follow suit might ignore alignment shifts in favor of presenting the player with tough questions and significant opportunities for roleplaying their new form.
How might a newly-infected wererat explain his condition to fellow adventurers or family, for instance? Perhaps he knows he’s still a decent man at heart, but will the city guards be as understanding? Let the player interpret their lycanthropy and challenge them with ability checks to keep control of their form and I guarantee that drama will naturally generate at the table.
It’s also useful to ask what a lycanthropic character might think of the potential spread of their condition. A humanoid hit by an attack that carries the lycanthropy curse needs to succeed on a Constitution saving throw (DC 8 + the lycanthrope’s proficiency bonus + the lycanthrope’s Constitution modifier) or become cursed as well. An evil lycanthrope could use this to their advantage to create an entire pack, while a good lycanthrope might avoid passing his curse on to others. And if he does, how might he repent for creating another furry wretch in his likeness?
Raising the stakes for lycanthropes in your game
In my home games, I’ve tweaked the triggers that cause lycanthropy and made it a trickier condition to get rid of, as Remove Curse struck me as a fairly low-level spell to remove such a life-changing condition. Any DM who wants to follow suit can experiment with these two processes:
Have the lycanthrope character transform more often
Try making the lycanthropic curse appear whenever the player rolls a natural 1 or 20. After all, plenty of real-world medical conditions are triggered by anxiety or excitement, so why should lycanthropy be limited to the full moon? A character can potentially change into a werewolf mid-battle upon delivering a crushing critical hit. Imagine the narrative shenanigans that could result from lycanthropy manifesting during a failed Persuasion check!
Make lycanthropy harder to cure
Perhaps lycanthropy can be a special condition that has evolved over time to be stubbornly resistant to magic. Curing it might require the congealed blood of another lycanthrope, or perhaps rare herbs like wolf’s bane, the plant that has repeatedly appeared in folklore as a werewolf deterrent. Previous D&D editions established wolf’s bane as a spell component coveted by hags, who would be happy to make a lycanthropic character go through the wringer to get a few sprigs of the precious plant.
If your party isn’t one to hunt for herbs or deal with hags, maybe you could have a skilled alchemist sell anti-lycanthropy potions for an outrageous price, inciting desperate players to commit thievery!
Meet Julius, the lycanthropic dragonborn
The light of the full moon illuminates the dragonborn — if indeed he is one. His fine waistcoat and robe resemble wizardly garb, but his physical appearance is downright primal. His body is hunched. He has serrated scales extending from the ridges of his face and a tail that has tufts of fur sprouting from a spiked tip. Prodigious fur also grows from his chin, giving him the bizarre appearance of a bearded lizard. He has a bushy beard.
With a growl, the creature downs a vial of liquid into his frightfully toothy maw. Within a few seconds, his scales shrink and the fur disappears. After letting out several grunts, he vigorously shakes his head and straightens his back. At last, the dragonborn speaks, and it is in a pleasant voice.
“Salutations!” he remarks. “I hope my condition does not cause you distress. My name is Julius Ozdemir!”
Julius Ozdemir is a dragonborn lycanthrope who I most recently played in the fifth edition revision of The Sunless Citadel from Tales from the Yawning Portal. I developed him with lycanthropy in mind and intentionally chose a dragonborn to subvert the typical idea of a wolfman. When Julius transforms, he’s less like a wolf and more like a feathered dinosaur who also happens to have a breath weapon!
Julius is the owner of the library of Saltmarsh. He’s an aspiring wizard whose bumbling drive for knowledge often puts him in situations that most normal folk would run from. During a research expedition — where he planned to observe several werewolves from afar in the hopes of writing a paper on lycanthropic pack habits — Julius was bitten and barely escaped with his life. A few days later, he was found atop the roof of the Saltmarsh library in tattered pajamas that had burst from his burgeoning lycanthropic form.
Being one to appreciate the nuances of life and the humor in becoming a guinea pig for his own lycanthropic research, Julius accepted his strange new form and found himself reluctantly enjoying the sordid urges that came with every full moon. His scholarly side remained ashamed of his antics, however, especially when he went on a feeding spree one evening, inadvertently slaughtering three hens and consuming all of the meat pies in Saltmarsh’s bakery.
Luckily, Julius’ alchemist wife developed a potion that miraculously suppresses the lycanthropic curse for extended periods of time. Mixing the potion requires a constant supply of wolf’s bane, however, and so Julius often finds himself travelling to odd parts of the world in search of this rare bit of vegetation.
Julius is a chaotic good eccentric who noticeably shifts into a chaotic neutral firebrand upon transformation. In social situations, he’s keen to negotiate in his normal form and quick to resort to violence in his hybrid form. In combat, normal Julius acts like a traditional wizard and uses his magic from afar, whereas werewolf Julius is a ball of reckless energy, dashing across the battlefield and making use of spells, melee attacks, and his innate draconic breath in an unpredictable manner.
Meeting Julius in your game
In your games, Julius will work well as a quest-giver or mentor for any player coming to grips with a newfound lycanthropic condition. His wife’s knowledge of wolf’s bane can also be a great hook to push parties into a variety of adventurers as they attempt to locate the plant.
Alternatively, Julius could also be played as a darker Jekyll and Hyde character and inserted into any campaign to surprise players who think they know everything about their NPC companions. Imagine their surprise as the seemingly innocuous dragonborn wizard suddenly changes into something far more frightening!
Julius is but one example of the storytelling potential that lycanthropes can bring to your D&D game. Whether you’re creating a werecreature-infested Domain of Dread ahead of Van Richten’s Guide to Everything or simply seeking to add a little shapeshifting to your home game, let your inner beast break free, embrace the call of the wild, and howl in glory at the moon.
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Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado, and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Since then, he's never looked back and loves roleplaying games for the chance to tell the tales that have been swirling in his head since childhood.
Sounds awesome Silus12345
We always do something that lets a lycanthrope get different abilities at different levels (for example 6th level resistance and hybrid 12th level immunity and animal form).
Animal form at 12th level. That's harsh. Dreaded Accursed allows animal form at 1st. No animal sense until 6th or so. Have to check.
To be fair the floor is not a weapon so that resistance would not do anything to begin with.
If you embrace your werewolf side are you still forced to transform during the full moon?
What if you gave werewolves +2 bonus when wolves or dogs are near by because they will help?
What book is it that I would need to actually make a lycanthrope using dnd beyond?
I think I’ve read this before
I love these articles
The Loup Garou in Van Richten’s is probably my third favourite monster in the book (Probably in my top 15 monsters of 5e), with the star spawn emissary being second and the dullahan being my favourite. I like lycanthropes, but I find the “one failed save and you’re an evil werewolf” to be too instantaneous. How about lycanthropy that slowly takes over a creature ang gets progressively worse to the point where the creature goes insane? Actually, now that I said that, it’s actually a great character backstory.
How would you role play a werebear? Are they more protective than other lycans? Is their alignment different?
This article is 3 years old. I am still salty about having the wereravens spoiled for me in Strahd. 2 sessions before we met them.
This is fantastic. I personally love this idea.