Lycanthropy

A humanoid creature can be
afflicted with the curse of lycanthropy
after being wounded by a lycanthrope, or
if one or both of its parents are lycanthropes.
A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

Regardless of whether the lycanthrope accepts the curse or not, when the full moon rises the curse becomes too strong to resist and the individual transforms (unless it has consumed wolfbane seeds).

Living with the Curse

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.

Handling the curse takes more than simple words, it requires everything the individual has to offer. You have an Affliction level that starts at 10. Whenever you choose to transform willingly the first time in between long rests the level increases by 1 to a maximum of 20. If you do not transform willingly between long rests the level decreases by 1 to a minimum of 10.

Bloodthirsty Table
Affliction Duration Attacks Perks Consequences
10 1 1 Might of the Beast Moon Cursed
11-13 1 2 Roaring Strength Heavy Burden
14-16 2 2 Beast Recklessness Tired Body
17-19 2 3 Beast Presence Cursed Rest
20 3 3 Alpha's Thirst Shattering Fatigue

Art Credit: Daarken

Whenever you take damage and lose hit
points make a Constitution saving throw. The DC is equal to your Affliction level. On a fail, you transform into your Hybrid form (if you aren't transformed already) and go Bloodthirsty (if you aren't already).

While going bloodthirsty you receive the specified perks and on your turn you perform a number of attacks as specified by the Bloodthirsty Table to the nearest creature to you, moving to attack the next nearest creature after you fell
your current target. The attack is chosen at random. When your bloodthirst ends you receive the specified consequences. If you have multiple possible targets, you attack one at random. Your bloodthirst last a number of rounds according to the table. It also ends early if you can't reach any creature in your turn or are knocked unconscious.

The Perks and Consequences stack so, for example, if you are at an Affliction of 12 you receive the Might of the Beast and Roaring Strength perks while going bloodthirsty and suffer the Moon Cursed and Heavy Burden consequence afterwards.

A Night's Rest

Though it doesn't cure the lycanthropy curse, wolfsbane is known to help reduce its effects and actually prevent the lycanthrope from transforming. The seeds can be consumed (DC 20 Constitution saving throw) to fully avoid transformations for the next 24 hours.

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Perks

Might of the Beast

Your bloodthirst provides you with the raw physical powers to overcome your preys.

While going Bloodthirsty you receive a +2 bonus to damage you deal. This value increases to +3 when your Affliction level is between 11 and 13, to +4 when it's between 14 and 16 and +5 when it's between 17 and 20.

Your bloodthirst also allows you increased defense, giving you a +1 bonus to AC if your Affliction is between 17 and 19. This value changes to +2 if your Affliction is 20.

Roaring Strength

Your attacks carry in them the strength that only bloodlust and lack of reason can provide.

Whenever you hit a creature while going bloodthirsty they must make an opposed Strength check. On a failure they are knocked prone.

Beast Recklessness

You throw all reason and your primal, bloodthirsty instincts take over.

You have advantage on the attacks you make while going bloodthirsty.

Beast Presence

The aura around you is so primal and bloodthirsty that even the most capable warriors tremble in its sight.

When you first go bloodthirst, any creature that can see, hear or smell you must make a Wisdom saving throw (DC equal to your Affliction level) or be frightened of you until your bloodthirst ends.

Alpha's Thirst

Your bloodthirst is so fierce and consuming that it makes you lose all counts of reality and only propels you for blood.

While going bloodthirsty, whenever you reduce a creature to 0 hit points you can move up to half of your speed towards another creature and perform another attack. This attack doesn't count for the number of attacks your affliction level grants you.

Art Credit: Slawomir Maniak


Consequences

Moon Cursed

Power doesn't come without a cost, and the curse of lycanthropy plagues your very being.

At the end of your bloodthirst, you receive a -1 penalty to all saving throws and ability checks until the end of your next turn. This value changes to -2 if your Affliction it's between 14 and 16 and to -3 if it's 20.

Heavy Burden

You start to feel the effects of what letting go of your mental capacities truly means.

At the end of your bloodthirst you fall prone.

Tired Body

You keep pushing yourself, despite what your body can handle.

At the end of your bloodthirst you are incapacitaded for 1 turn. This value changes to 2 if your Affliction is between 17 and 19 and to 3 if it's 20.

Cursed Rest

Your bloodthirst gives you power but also nightmares, making you think of gore and blood, troubling your rest.

After going bloodthirsty, you don't gain the benefits of a short or long rest for the next 24 hours.

Shattering Fatigue

Your bloodthirst pushes your body past its breaking point and there's nothing you can do.

After going bloodthirsty you gain one level of Exhaustion.

Lycanthropes

The following lycanthropes are meant to be additions to the already available lycanthrope types.

Werecrocodile

A werecrocodile is a patient predator, but behind that veneer lies a ferocious beast. In humanoid form, a werecrocodile has very rough skin and a noticeable underbite. Most werecrocodiles patiently wait in crocodile form in large bodies of water, lashing out at prey that draws too near, typically entering hybrid form to attack prey further inland. Most werecrocodiles build simple dens near rivers, lakes, and swamps, and while they tend to dislike others of their kind, multiple werecrocodiles might hunt in the same area, and a werecrocodile that hunts particularly well might share its spoils with other werecrocodiles.

Werecrocodile Player

The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in crocodile or hybrid form (from natural armour). Attack and damage rolls for the natural weapons are based on Strength.

Art Credit: Taran Fiddler



Werecrocodile

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 11, 12 (natural armor) in crocodile or hybrid form
  • Hit Points 104 (16d8 + 32)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 10 (+0) 10 (+0) 8 (-1)

  • Skills Perception +2, Stealth +3
  • Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
  • Senses passive Perception 12
  • Languages Common (can't speak in crocodile form)
  • Challenge 3 (700 XP)

Shapechanger. The werecrocodile can use its action to polymorph into a crocodile-humanoid hybrid or into a crocodile, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Hold Breath. The werecrocodile can hold its breath for 15 minutes.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werecrocodile makes two attacks, only one of which can be a bite.

Bite (Crocodile or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecrocodile lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Spear (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used in two hands to make a melee attack.

Werehyena

Werehyenas are ill tempered and savage creatures. In their humanoid form, a werehyena has a heightned sense of smell and tend to form groups under the guidance of a matriarch.

Regardless of the form they take, a werehyena sooner or later seems to break down in laughter for no apparent reason.



Werehyena

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 11 in human form, 12 (natural armor) in hyena or hybrid form
  • Hit Points 58 (9d8 + 18)
  • Speed 30 ft. (40 ft. in hybrid form, 50 ft. in hyena form)

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2, Stealth +5
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
  • Senses passive Perception 12
  • Languages Common (can’t speak in hyena form)
  • Challenge 3 (700 XP)

Keen Hearing and Smell. The werehyena has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shapechanger. The werehyena can use its action to polymorph into a hyena-gnoll hybrid or into a hyena, or back into its true gnoll form. Its statistics, other than AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Rampage. When the werehyena reduces a creature to 0 hit points with a melee attack on its turn, the werehyena can take a bonus action to move up to half its speed and make a melee attack.

Actions

Multiattack (Humanoid or Hybrid Form Only). The werehyena makes two attacks: one with its bite and one with its claws or scimitar.

Bite (Hyena or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werehyena lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.


Werehyena Player

The character gains a Dexterity of 16 if his or her score isn't already higher, and a +1 bonus to AC while in hhyena or hybrid form (from natural armour). Attack and damage rolls for the natural weapons are based on Dexterity.

Art Credit: Paizo's Monster Codex

Wereshark

Weresharks are savage and ill-tempered lycanthropes that enjoy violence. In humanoid form, a wereshark has very little body hair and noticeably long teeth. In battle, a wereshark focuses its force on one target, tearing it to pieces with its bite before moving on to other targets, only shifting its focus to attack particularly troublesome foes.

A wereshark prefers to live in coastal regions, where it can indulge its hunger for raw fish and the occasional sailor, and where it can take full use of its shark form, which is poorly suited for fighting on land.



Wereshark

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 11, 12 in shark or hybrid form (natural armour)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft., swim 30 ft. (0 ft., swim 60 ft. in shark form)

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 8 (-1)

  • Skills Perception +2
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
  • Senses blindsight 30 ft. (shark form only), passive Perception 12
  • Languages Common (can’t speak in shark form)
  • Challenge 4 (1,100 XP)

Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Amphibious. The wereshark can breathe air and water.

Blood Frenzy (Shark or Hybrid Form Only). The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Multiattack (Human or Hybrid Form Only). The wereshark makes two attacks, only one of which can be a bite.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereshark lycanthropy.

Trident (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used in two hands to make a melee attack.


Wereshark Player

The character gains a Strength of 18 if his or her score isn't already higher, and a +1 bonus to AC while in shark or hybrid form (from natural armour). Attack and damage rolls for the bite are based on Strength.

Art Credit: Deptonne Berserk