4/25/2019
The Homebrewery - NaturalCrit
The Lycanomicon Extended Lycantrope beastiary
https://homebrewery.naturalcrit.com/print/HJgNN3354?dialog=true
1/5
4/25/2019
The Homebrewery - NaturalCrit
Creatures of the Night
T
he full moon is always a trecherous time of the month. Especially when in an area inhabited by those infected with one of the various forms of lycanthropy. Ranging from the classic werewolf to the jungle found weretigers, these creatures are a force to be delt with. However, this book will hold within a few more rarer cases of lycanthropy, forms not seen by normal circumstances or in commonplace scenarios. Wily werefoxes, feral werecats, and even the oddly docile weredeer. Don't worry, this will also hold a record of their known abilites and helpful hints about the creatures themselves.
Rare Lycanthropy Cases
The folllowing is an of each rare case of lycanthropy. While most of these are much rarer than others, stay advised... they can show up afterall.
Werefox
While a type of lycanthrope, werefoxes tend to have more dexterous bodies. Useable for getting around and fighitng their foes compared to something like a werewolf who gains brute strength. Along with that, they also have a keen sense of hearing and smell to help them gain an edge in investigating their enviroment One way to tell that a werefox is in the area is that most livestock are being found dead, chickens especially. Though, they take the typical instinct of a fox to avoid humanoids that may come across them. However, they can be coaxed to fighitng if cornered or their territory is approached.
Weredeer
Victims of malichous nymphs or fey. While typically docile, they'll attack intruders to their territory. They also exhibit the most deer insticts compared to most other lycanthropes. The bearers of this type of lycanthropy tend to stay away from civilization until their instincts cause them to flee into the wilderness. Male weredeer still gain the typical antlers that male deer gain while females tend to flee most combat scenarios. This group of lycanthropes are docile unless provoked. However, weredeer cannot transfer their lycanthropy to other people as it is a magically induced curse.
Werefox
Medium Humanoid (Human Shapechanger), Chaotic Evil Armor Class 11, 13 (Natural Armor) in Fox or Hybrid form Hit Points 51(5d8+14) Speed 30ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 10 (+0) Senses Perception +3, Stealth +3 Languages Common (Cannot speak in Fox form) Challenge 3 (700 XP)
Shapechanger. A werefox can use it's action to polymorph into a fox humanoid hybrid, or into a fox, 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. Keen Hearing and Smell. The werefox has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions Multiattack (Humanoid or Hybrid form Only). The werefox makes two attacks, one with it's bite and one with it's claws or weapon. Bite (Fox or Hybrid form Only). Melee Weapon Attack, +4 to hit, reach 5ft, one creature. Hit: 6(1d8+2) piercing damgage. If the target is humanoid, it must succeed on a DC 12 Constituion saving throw or be cursed with werfox lycanthropy. Claws (Hybrid form Only) Melee Weapon Attack, +4 to hit, reach 5ft, one creature, Hit: 6 (2d4+2) slashing damage.
Reactions Uncanny Dodge (Humanoid or Hybrid form Only). When an attacker it can see hits the werefox with an attack, it can use it's reaction to take half damage against it.
Player Characters as Werefoxes 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 Fox or Hybrid form. Attacks and damage rolls for the natural weaons are based on Dexterity.
https://homebrewery.naturalcrit.com/print/HJgNN3354?dialog=true
2/5
4/25/2019
The Homebrewery - NaturalCrit
We neede territ
Weredeer
Werecat
Medium Humanoid (Human Shapechanger), True Neutral
Medium Humanoid (Human Shapechanger), Chaotic Neutral
Armor Class 9, 11 (Natural Armor) in Deer or Hybrid form Hit Points 14(2d4) Speed 30ft.
Armor Class 7, 10 (Natural Armor) in Cat or Hybrid form Hit Points 22(1d6) Speed 30ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13 (+1) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 15 (+2)
13 (+1) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 13 (+1)
Senses ive Perception 13 Languages Common (Cannot speak in Deer form) Challenge 1 (200 XP)
Senses Perception +2, Stealth +3 Languages Common (Cannot speak in Cat form) Challenge 2 (450 XP)
Shapechanger. A weredeer can use it's action to polymorph into a deer humanoid hybrid, or into a deer, 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.
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.
Actions
Cat Eyes. Werecats can easily recgonize 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.
Headbutt (Hybrid or Deer form Only). Melee Weapon Attack, +4 to hit, reach 5ft, one creature. Hit 7(2d6+12) bludgeoning damage
Reactions Quick Flee. Weredeer can use their reactions action to disengage and dash 40ft away from their attacker in one direction. They cannot change direction during their disengage
Player Characters as Weredeer The character gains a Dexterity of 16 to his or her score if it isn't already higher, and a +1 bonus to AC while in Deer or Hybrid form. Attacks and damage rolls for the natural weapons are based on Dexterity.
Actions Bite (Cat or Hybrid form Only). Melee Weapon Attack, +4 to hit, reach 5ft, one creature. Hit: 6(1d8+2) piercing damgage. If the target is humanoid, it must succeed on a DC 12 Constituion saving throw or be cursed with werecat lycanthropy. Claws (Hybrid form Only) Melee Weapon Attack, +4 to hit, reach 5ft, one creature, Hit: 6 (2d4+2) slashing damage.
Player Characters as Werecats
Werecat
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 cause of this. If a person was to give a werecat food or water as a form of goodwill, they'll affectionally bite the provider to spread their lycanthropy to them.
https://homebrewery.naturalcrit.com/print/HJgNN3354?dialog=true
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 Fox or Hybrid form. Attacks and damage rolls for the natural weaons are based on Dexterity.
Werebadger
Known for their digging ablities, werebadgers are often found underground or in the Underdark. In most cases, the true form of the werebadger is very grumpy and easy to anger. Werebadgers are also very recluse and solitary creatures. With very rare cases of there being more than one in an area. They rarely do bite and spread lycanthropy due to this.
3/5
4/25/2019
The Homebrewery - NaturalCrit
Player Characters as Werebadgers
Werebadger
Medium Humanoid (Human Shapechanger), Chaotic Evil Armor Class 11, 13 (Natural Armor) in Cat or Hybrid form Hit Points 55(2d4+12) Speed 30ft., Burrow 10ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+1) 13 (+1) Senses Perception +2, Stealth +2 Languages Common (Cannot speak in Badger form) Challenge 3 (700 XP)
Shapechanger. A werebadger can use it's action to polymorph into a badger humanoid hybrid, or into a badger, 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. Keen Hearing and Smell. The werebadger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions Bite (Badger or Hybrid form Only). Melee Weapon Attack, +4 to hit, reach 5ft, one creature. Hit: 6(1d8+2) piercing damgage. If the target is humanoid, it must succeed on a DC 12 Constituion saving throw or be cursed with werebadger lycanthropy. Claws (Hybrid form Only) Melee Weapon Attack, +4 to hit, reach 5ft, one creature, Hit: 6 (2d4+2) slashing damage.
The character gains a Strength of 15 to his or her score if it isn't already higher, and a +1 bonus to AC while in Fox or Hybrid form. Attacks and damage rolls for the natural weaons are based on Strength. You also get a 10 ft burrow speed if not already.
Wereshark
Typically found nearby or in oceans, these creatures are extremely dangerous in the water. Unlike most lycanthrope curses, the animal form of a wereshark is completely aquatic, and must be swimming in water. They have unrivaled swim speed compared to other lycanthropes. Weresharks tend to hang around piers and docks in human form. Part of this is due to their diet, where they may try to take any chum or dead fish if they can. Weresharks tend to be more scavengers compared to sharks. Swiming in the area with a wereshark is still very dangerous, as they will hunt a free meal.
Wereshark
Medium Humanoid (Human Shapechanger), Chaotic Evil Armor Class 12, 15 (Natural Armor) in Shark or Hybrid form Hit Points 44(1d8+17) Speed 30ft., Swim 40ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 13 (+1) Senses Perception +2, Stealth +2 Languages Common (Cannot speak in Shark form) Challenge 3 (700 XP)
Shapechanger. A wereshark can use it's action to polymorph into a shark humanoid hybrid, or into a Shark, 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. Keen Smell. The wereshark has advantage on Wisdom (Perception) checks that rely on smell.
Actions Multiattack (Humanoid or Hybrid form Only). The werefox makes two attacks, one with it's bite and one with it's claws or weapon. Bite (Shark or Hybrid form Only). Melee Weapon Attack, +4 to hit, reach 5ft, one creature. Hit: 6(1d8+2) piercing damgage. If the target is humanoid, it must succeed on a DC 12 Constituion saving throw or be cursed with wereshark lycanthropy.
https://homebrewery.naturalcrit.com/print/HJgNN3354?dialog=true
4/5
4/25/2019
The Homebrewery - NaturalCrit
Weredragon
The rarest of any lycanthrope, these creatures are typically the result of particularly strong curses or failed attempts at a ritual for becoming a half-dragon. Like normal dragons, they tend to hoard various goods or treasures. Along with this, they also will display the traits of their draconic heritage. They can also fire a bolt of their breath weapon compared to a full breath weapon, this is due to the hybrid form not developing a full breath weapon. Unlike most other lycanthropes, they cannot shapeshift into the full form of a dragon. Because of this, the wings they get in their hybrid form are clumsy to fly with. They cannot transfer the curse by bite.
Weredragon
Medium Humanoid (Human Shapechanger), Alignment Varies Armor Class 13, 17 (Natural Armor) in Dragon or Hybrid form Hit Points 49(1d8+19) Speed 30ft., Fly 30ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2) 12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2) Senses Perception +2, Stealth +2 Languages Common (Cannot speak in Shark form) Challenge 4 (1,100 XP)
Player Characters as Weresharks The character gains a Strength of 16 to his or her score if it isn't already higher, and a +1 bonus to AC while in Shark or Hybrid form. Attacks and damage rolls for the natural weaons are based on Strength. You also get a 10 ft swim speed if not already.
Written by Saicha Layout done on Homebrewery DUNGEONS & DRAGONS. D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, D&D Adventurer's Leauge, all other Wizards of the Coast producer names, and their respective logos and trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlexex, UB11 1et, UK.
Shapechanger. A weredragon can use it's action to polymorph into a dragon humanoid hybrid 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.
Actions Multiattack. The werefox makes two attacks, one with it's bite and one with it's claws or weapon. Bite (Hybrid form Only). Melee Weapon Attack, +4 to hit, reach 5ft, one creature. Hit: 6(1d8+2) piercing damgage. Breath Bolt (Hybrid form only). Magic Ranged Attack, Range 120ft, target single, +4 to hit, damage 1d10+4. As an action, a weredragon can fire a bolt of their heratage's breath weapon element at a single target.
https://homebrewery.naturalcrit.com/print/HJgNN3354?dialog=true
5/5