My Documents
Become a Patron!
# Lycanthropy Rules There are few curses more feared and reviled than lycanthropy. Monsters hiding among men, wolves in sheep's clothing--at their most vicious, a lycanthrope on the full moon is a bloodthirsty killer that tears apart any victim in its path. Of those lucky enough to survive, some poor souls find themselves bitten, the curse digging itself into their soul and grafting onto their very essence. The curse of lycanthropy tears agency from a person for one night and leaves them to deal with the consequences. Given that, it's little wonder that many lycanthropes succumb to their condition and give in to the beast. At worst, even those who resist can find themselves banished from their homelands or killed. At best, they must live in secret, buying the insatiable urge to hunt and the overwhelming guilt for the mayhem caused during the full moon. When bitten by a lycanthrope, a creature makes a DC12 Constitution saving throw or is cursed with lycanthropy--turning them into a maddened beast during the full moon, and offering the chance to seize power by embracing the beast at any time. The curse of lycanthropy can always be removed by a Wish spell at any point in the process. ## Before the Full Moon ### Incubation (First 24 hours) For the first 24 hours after a creature is bitten by a lycanthrope, the curse is incubating in their body and soul. During this period, the curse can still be lifted by conventional means. At the end of 24 hours, an infected creature must make a DC15 Constitution saving throw. On a failure, they suffer one level of exhaustion. Success or fail, an infected creature does not gain the benefits of a long rest. #### Removing the Curse - If Remove Curse or Greater Restoration is cast on the infected creature within 24 hours, the curse is lifted without penalty. - If wolfsbane is ingested or applied to the wound during that period, the curse is lifted. The infected creature is considered **poisoned** for 24 hours. ### Dormancy (until the full moon) After twenty-four hours, the curse has taken root in the infected creature's soul. Until the next full moon, the creature suffers no ill effects. They may begin having strange dreams and urges, but these effects are easily resisted. #### Removing the Curse - If Remove Curse, Greater Restoration, or wolfsbane is used on the infected creature before the full moon, **they do not remove the curse.** The caster can detect and identify the curse growing within the infected creature, but these spells cannot remove it until the full moon rises and the curse is at its most pronounced. \columnbreak ## The Full Moon On their first full moon, a lycanthrope feels a rush of power, desire, and energy as the curse takes hold. Whether they embrace it or not, the beast within them takes over at moonrise, mindlessly rampaging in its most powerful form. A lycanthrope at the full moon is impervious to most damage and cannot differentiate friend from foe, seeing all living creatures as nothing more than food. In the morning, the lycanthrope awakens with vague memories of its actions. As the full moon rises and the beast calls to them, a lycanthrope has a choice: they can embrace it, submitting to the curse in its entirety and accepting the bloodlust as part of life. Alternatively, they can attempt to resist the curse--potentially mastering their abilities in a limited form. Resistance is a brutal, agonizing process, but the lycanthrope has a chance to retain their humanity in the face of their curse. Whatever their choice, a character has no control over what they do between moonrise and dawn. ### Days Around a Full Moon While there is only one night per lunar cycle with a true full moon, the preceding and succeeding nights can both trigger a transformation. At moonrise on the day before and after the full moon, a lycanthrope must succeed on a DC10 Constitution saving throw to avoid transforming and rampaging. A lycanthrope can gain advantage on this saving throw by consuming a potion of wolfsbane during the preceding twenty-four hours. Other than that, the resistance rituals described on the next page do not apply on these nights. ### Consequences of a Rampage Changing takes a massive toll on the body. A night of rampaging and rage is tiring, especially after long days of adventuring or travel. The morning after a full transformation, the lycanthrope gains a level of exhaustion.
\pagebreakNum ___ >## Full Moon Lycanthrope > >*Medium monstrosity (shapechanger), chaotic evil* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 67 (9d8 + 27) >- **Speed** 40ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:---:|:---:|:---:|:---:|:---:|:---:| >| 18 (+4) | 18 (+4) | 16 (+3) | 2 (-4) | 13 (+1) | 10 (+0) | >___ >- **Skills** Perception +5, Stealth +8 >- **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons >- **Condition Immunities** Charmed, Exhausted, Frightened >- **Senses** passive Perception 14 >- **Languages** -- >- **Challenge** 5 (700 XP) >___ >***Shapechanger.*** The lycanthrope is permanently polymorphed into its full moon form until sunrise. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies or when the sun rises. > > **Mindless Killer**. A full moon lycanthrope treats all living creatures as prey, paying no attention to friend or foe. Unless it believes it will be killed in an encounter, the lycanthrope does its best to kill as many creatures as it can. > >***Keen Hearing and Smell.*** The lycanthrope has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >### Actions > >***Multiattack.*** The lycanthrope makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 6 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with lycanthropy. > >***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 7 (2d4 + 2) slashing damage. \columnbreak ### Embracing the Curse A lycanthrope that chooses to succumb to the curse instantly transforms into the appropriate were-creature. They become a full lycanthrope, using the statblock and alignment appropriate for the creature. Alternatively, they use the **full moon lycanthrope** statblock provided here as a base. Once a creature has embraced the curse, there is no turning back. The curse takes hold, irrevocably shifting their personality and alignment to match that of their respective creature. A creature that chooses to submit to their curse immediately becomes an NPC in the DM's control. ### Resisting the Curse If an infected creature wishes to resist the call of the curse, they face a grueling task. The curse is ancient and deadly, a force of dark magic that has survived countless generations through sheer power. If Remove Curse or Greater Restoration is cast on an infected creature **and** if they succeed on both saving throws listed below, the curse of lycanthropy is lifted. #### The Curse of Body The curse of lycanthropy forces a physical change--a lycanthrope shifts form, gaining animal features to enhance their power. To resist the physical transformation, an infected creature must succeed on a **DC14 Constitution saving throw**. A creature that has ingested a wolfsbane potion during the last twenty-four hours has advantage on this saving throw. #### The Curse of Mind The curse of lycanthropy forces a mental change--the spirit of the beast promises a hunt unlike any other, a sense of true fulfillment and purpose in the mindless glory of an animal in its element. To resist the rising emotions and bloodlust, an infected creature must succeed on a **DC14 Wisdom saving throw**. A creature that has undergone a ritual silver Ceremony or undergone character-specific spiritual guidance, has advantage on this saving throw. #### Results: - If an infected creature failed one or both saving throws, the ritual fails. The lycanthrope transforms into its full moon form and rampages. In the morning, the creature becomes a **Stage 1** lycanthrope, described below. - If an infected creature succeeds on both saving throws, the ritual succeeds. The lycanthrope transforms into its full moon form and rampages. In the morning, the creature becomes a **Stage 2** lycanthrope, described below. - If an infected creature succeeds on both saving throws and is the target of Remove Curse/Greater Restoration, the curse of lycanthropy is removed and they do not transform. \pagebreakNum ## Controlling the Beast On subsequent full moons, the ritual of resistance can be repeated, offering wolves a chance to further gain control of their new powers if they succeed on their saving throws. The DC for these saving throws increases as described below. For every successful resistance ritual, a lycanthrope gains one stage of mastery over their abilities. These stages are cumulative. If they fail a resistance saving throw by 5 or more, they gain one Flaw and remain at their current level. #### Stage 1: Pup - **Curse of the Moon.** During a full moon, you transform involuntarily into the Full Moon Lycanthrope form, rampaging until morning. - **Silver Vulnerability.** You gain vulnerability to silvered weapons. - **Unstable Mind.** The constant mental battle against the beast makes it difficult to concentrate. You have disadvantage on Wisdom saving throws. #### Stage 2: Cub (DC14) - **Keen Hearing and Smell.** The lycanthrope has advantage on Wisdom (Perception) checks that rely on hearing or smell. - **Shapechanger.** As an action, you can polymorph into the form of your respective beast (eg. rat, wolf, black bear) for one hour, retaining your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You regain the ability to do so after taking a long rest. #### Stage 3: Beast (DC17) - **Stabilized Mind.** You are no longer constantly battling your own mind, and lose the **Unstable Mind** trait. - **Improved Shapechanger**. As an action you can transform into a hybrid form for one hour, gaining new abilities described below. You regains the ability to do so after taking a long rest. #### Stage 4: Alpha (DC20) - **True Lycanthrope.** You can transform into beast or hybrid form an unlimited number of times per day. - You have advantage on checks and saves to resist fully transforming in situations that are not during the Full Moon. ### Flaws Add one Flaw to a lycanthrope hat fails a resistance ritual after the first full moon. - **Berserker.** You suffer bloodlust in combat, making it difficult to prevent yourself from attacking while threatened. - **Hunter's Call**. You feels the urge to kill, making it difficult to resist making lethal strikes in combat. - **Safety of the Pack.** You feels uncomfortable when separated from allies for very long. - **Flesh Eater.** You acquire a hunger for raw flesh and don't care where it comes from. \columnbreak ### Hybrid Forms #### Wererat A wererat is a master of stealth and intrigue, capable of sneaking into difficult positions and scavenging information and treasure. When in hybrid wererat form, a lycanthrope gains the following benefits: - You have advantage on Dexterity checks and Dexterity saving throws. - You have resistance to bludgeoning, piercing, and slashing damage from non-magical, non-silvered weapons. - You gain a climb speed equal to your walking speed. In addition, you have advantage on Intelligence (Investigation) checks. - You can communicate in a limited manner with rats and other rodents. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. #### Werewolf A werewolf is a vicious predator, born to hunt and kill and demonstrate the full extent of its raw power. When in hybrid werewolf form, a lycanthrope gains the following benefits: - You have advantage on Strength checks and Strength saving throws. - You have resistance to bludgeoning, piercing, and slashing damage from non-magical, non-silvered weapons. - Your movement speed increases by 10 feet. In addition, you have advantage on Wisdom (Survival) checks. - You can communicate in a limited manner with wolves and other predators. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them. #### Werebear A werebear is a stern protector, a hulking brute that fiercely guards its domain and allies. When in hybrid werebear form, a lycanthrope gains the following benefits: - You have advantage on Strength checks and Strength saving throws. - You have resistance to bludgeoning, piercing, and slashing damage from non-magical, non-silvered weapons. - Your size becomes Large. As a result, your melee weapon attacks deal an additional 1d4 damage. - You can communicate in a limited manner with bears and other guardians. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.