Homebrew werewolf Species Details
Werewolves in normal form look just like anybody else. It’s part of the reason they’ve managed to survive for so long. And part of the reason they are feared. Anyone could potentially be a lycanthrope, considering there aren’t any defining features to indicate one.
But in alternate forms, that’s where it’s obvious. Hybrid werewolf forms appear as a mix of man and beast: a hulking, bulky figure of fur and flesh with a large gaping maw of a wolf’s head. Most lycanthropes easily surpass 6 ft. in this form. Combined with their long, wicked looking nails, and their large, sharp teeth, hybrid forms serve as very intimidating figures. The fur coloring can vary, usually resembling the natural hair coloring of the original form, occasionally with some lightening or darkening during the change.
In wolf form, lycanthropes appear as any other wolves might albeit slightly bigger. Their fur, like that of the hybrid form, is typically colored after the hair of the original form, occasionally with some lightening or darkening during the change. In this form the only tell-tale sign an unafflicted individual might get to the wolf’s true nature could be the unnatural intelligence shining in bright eyes, or the intentional behavior it might display.
History
Werewolves.
Tales of these beasts are prevalent throughout nearly every culture. Some say they were cursed by some ancient arcane, or even divine magic that twisted them into horrid beasts of man and wolf. Others call it a disease: some horrid affliction that can spread from one humanoid to another to create evil more of these vile creatures. All in all, views of lycanthropes often depict them as foul creatures of the night out to kill anything that gets in their path.
What’s the truth? Honestly, no one knows.
What really causes lycanthropy remains a mystery to most scholars even now. Whether curse or affliction, the bad reputation and constant cries to hunt down these creatures whenever they crop up has made most afflicted with the condition wary of regular civilization. Who would want to announce their condition when the act could easily get them killed? In response, most werewolves hide from the normal population. Whether it is done in plain sight, or through solitude in the vast wilderness, werewolves tend to lay low. Only the few who revel in their more feral nature dare to announce themselves.
And civilized society just so happens to remember those few individuals the most.
Society
Werewolf “society” is practically nonexistent. Due to the nature of lycanthropy, most werewolves simply continue to follow the culture of their original race. As such they don’t really form a definitive “culture” specific to werewolves.
Now, there are exceptions. From time to time you may get packs of werewolves that form and keep to themselves. These groups tend to work much like a wolf pack or tribe would. There is an alpha (or chieftain) that leads everyone else, and different roles assigned to different members of the group. Leadership can be determined by any number of things: from strength, to wisdom, to even bloodline. Such decisions vary between groups.
Because of the negative stigma associated with werewolves, these rare groups are often nomadic out of necessity. Staying in one place for too long could draw unwanted attention. Such unwanted attention could bring patrol bands or adventuring groups out to “rid the world of such vile monstrosities.” For that reason it’s important for a pack to stay on the move and keep hidden once camp is made.
Werewolf Names
Most werewolves will retain names that reflect the race they originally were, or the culture they initially came from. As such, lycanthropes can have a wide variety of names. On very rare occasions, a proud (or foolish) lycanthrope will assume a name more indicative of his hidden nature, but those who do this rarely last long.
Male: Francis, Markus, Ozrut, Grushna, Oskas, etc.
Female: Maria, Anne, Nehiri, Rosri, Seslov, etc.
werewolf Traits
As an aarakocra, you have certain traits in common with your people. Being able to fly at high speed starting at 1st level is exceptionally effective in certain circumstances and exceedingly dangerous in others. As a result, playing an aarakocra requires special consideration by your DM.Ability Score Increase
Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age
Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.
Alignment
Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size
Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed
Your base walking speed is 25 feet.
Talons
Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages
You can speak, read, and write Common, Aarakocra, and Auran.
Comments