More Werebeasts – Even more Savage Shapeshifters

Image result for d&d lycanthrope

What was covered by our resident archivist was only a sampling of the many were-creatures that torment civilization.  Many more threaten to bring ruination to all those who threaten their claimed territory.  Woe to those who encounter such fearsome foes, even if they are completely prepared for what lies ahead.

The werebeast, lycanthrope or zoanthrope is a monstrosity born from something dark and primal within us.  It is awakened through dark pacts, wicked curses, magical plagues or even an act so vile that your own living realm changes you in response.  No matter the origin, such creatures remain a danger to all those around them, even the lycanthropes that aren’t inherent advocates of pure evil.  Raw and unrestrained emotion can lead to massive destruction if left unchecked and the were-beast is indeed freed and passionate anger incarnate.

AUTHOR’S NOTE:  I didn’t finish everything I wanted to do, so I figured I’d expand upon it here.  With that, here’s a few more creatures at your disposal, including an update of my werebat from last year!  Plus, a whole bunch of inspirations have lead to some cool new creatures.

 

 

Werebat

Medium humanoid (human, shapechanger), neutral evil

Armor Class 13 in humanoid form, 14 (natural armor) in bat or hybrid form

Hit Points  52 (8d8 + 16)

Speed 30 ft. (10 ft  in bat and hybrid forms); Flight 30 ft (hybrid), 50 ft (bat)

STR 12 (+1), DEX 16 (+3), CON 14 (+2), INT 11 (+0), WIS 10 (+0), CHA 11 (+0)

Skills Acrobatics +5, Perception +4

Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Senses Blindsight 60 ft., passive Perception 14

Languages Common (can’t speak in bat form)

Challenge 3 (700 XP)

Shapechanger.  The werebat can use its action to polymorph into a bat-humanoid hybrid or into a small bat, or back into its true form, which is humanoid.  Its statistics, other than its AC and size and speed, 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.

Echolocation.  The werebat can’t use its blindsight while deafened.

Keen Hearing.  The werebat has advantage on Wisdom (Perception) checks that rely on hearing.

Sunlight Weakness.  The werebat has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight.

ACTIONS.

Multiattack (Humanoid or Hybrid Form only).  The werebat makes two attacks, one of which may be bite if it has it available.

Bite (Bat or Hybrid Form Only).  Melee Weapon Attack: +5 to hit, reach 5 ft., one target.  Hit: 6 (1d6+3) piercing damage.  If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.

Dagger (Humanoid or Hybrid Form only).  Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature.  Hit: 5 (1d4+3) piercing damage.

 

 

Weredragon

Large humanoid (dragon, shapechanger), lawful evil

Armor Class 16 (breastplate) in humanoid form, 18 (natural armor) in dragon or hybrid form

Hit Points  157 (18d10+72)

Speed 30 ft. (40 ft  in dragon and hybrid forms); Flight 40 ft (hybrid), 80 ft (dragon)

STR 21 (+5), DEX 15 (+2), CON 18 (+4), INT 13 (+1), WIS 12 (+1), CHA 13 (+1)

Saving Throws Dexterity +6, Wisdom +5, Charisma +5

Skills Perception +9, Stealth +7

Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered; as well as the same element as its breath weapon attack

Senses Blindsight 30 ft., Darkvision 120 ft., passive Perception 19

Languages Common, Draconic

Challenge 13 (10,000 XP)

Shapechanger.  The weredragon can use its action to polymorph into a large dragon-humanoid hybrid or into a huge dragon, or back into its true form, which is humanoid.  It may also change its size to a medium version of its humanoid form.  Its statistics, other than its AC and size and speed, 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.

Draconic Power.  You may choose one of the following damage type for your immunity and breath weapon damage: Acid, Cold, Fire, Lightning, Poison.  Once this has been chosen for this monster, it cannot be changed.

Shapeshifter’s Equipment.  The weredragon has imbued its gear with magic, allowing it to accommodate new forms.

ACTIONS.

Multiattack.  The weredragon makes three weapon attacks, one of which may be bite if it has it available.

Bite (Dragon or Hybrid Form only).  Melee Weapon Attack: +9 to hit, reach 10 ft., one target.  Hit: 16 (2d10+5) piercing damage.  If the target is a humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with weredragon lycanthropy.

Claws (Dragon or Hybrid Form only).  Melee Weapon Attack: +9 to hit, reach 10 ft., one target.  Hit: 12 (2d6+5) slashing damage.

Greatsword (Humanoid or Hybrid Form only).  Melee Weapon Attack: +9 to hit, reach 10 ft. (reach 5 ft. while medium), one creature.  Hit: 14 (2d8+5) slashing damage.

Breath Weapon (recharge 5 or 6) (Dragon of Hybrid Form only).  The dragon exhales raw elemental power in a 60-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 52 (8d12) damage on a failed save, or half as much damage on a successful one.  The damage type is the same as the element the weredragon is immune to.

 

 

Werespider

Medium humanoid (elf, shapechanger), chaotic evil

Armor Class 14 in humanoid form, 15 (natural armor) in spider or hybrid form

Hit Points  39 (6d8+12)

Speed 30 ft.; Climb 30 ft (spider or hybrid form)

STR 10 (+0), DEX 19 (+4), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 15 (+2)

Saving Throws Strength +2, Wisdom +3

Skills Perception +3, Stealth +8

Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered; poison

Condition Immunities. poisoned

Senses Blindsight 10 ft., Darkvision 120 ft., passive Perception 13

Languages Common, Elven, Undercommon (can’t speak in spider form)

Challenge 4 (1,100 XP)

Shapechanger.  The werespider can use its action to polymorph into a large spider-humanoid hybrid or into a giant spider, or back into its true form, which is humanoid.  It may also change its size to a medium version of its humanoid form.  Its statistics, other than its AC and size and speed, 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.

Drow Magic (Drow or Hybrid Form Only). The werespider’s spellcasting ability modifier is Charisma (spell save DC 12).  It can innately cast the following spells.

  • At-will: dancing lights
  • 1/day: darkness, faerie fire

Fey Ancestry. The werespider has advantage on saving throws against being charmed, and magic can’t put it to sleep.

Painful Venom.  If a creature has been bit by the werespider more than twice in 1 minute, it must make a Constitution saving throw (DC 12) immediately.  Upon failure, it is poisoned for up to 1 hour.  Spells like Lesser Restoration remove the poison.  If the target is cured and is bit again, it is treated as if they were bit the first time.

Spider Climb. The werespider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Weakness.  The werespider has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when they, the target of their attack, or whatever they are trying to perceive is in direct sunlight.

Web Sense. While in contact with a web, the werespider knows the exact location of any other creature in contact with the same web.

Web Walker. The werespider ignores movement restrictions caused by webbing.

ACTIONS.

Multiattack.  The werespider makes two attacks, one of which may be bite if it has it available.

Bite (Spider or Hybrid Form only).  Melee Weapon Attack: +6 to hit, reach 5 ft., one target.  Hit: 8 (1d8+4) piercing damage plus 4 (1d8) poison damage.  If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werespider lycanthropy.

Shortsword (Humanoid or Hybrid Form only).  Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.  Hit: 14 (1d6+4) slashing damage.

Poison Tipped Dagger (Humanoid or Hybrid Form only).  Melee or Ranged Weapon Attack:  +6 to hit, reach 5 ft. or range 20 ft./60 ft., one creature.  Hit: 6 (1d4+4) piercing damage.  The target must make a Constition saving throw (DC 12) or take 2 (1d4) poison damage and become poisoned until the end of their next turn.

 

 

Werewolf, Loup-Garou

Medium humanoid (human, shapechanger), chaotic evil

Armor Class 13 in humanoid form, 15 (natural armor) in wolf or hybrid form

Hit Points 105 (14d8 + 42)

Speed 40ft. (50ft. in wolf form)

STR 19 (+4) DEX 16 (+3) CON 17 (+3) INT 10 (+0) WIS 14 (+2) CHA 10 (+0)

Skills Perception +10, Stealth +7

Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren’t silvered

Senses Darkvision 60 ft., passive Perception 20

Languages Common (can’t speak in wolf form)

Challenge 9 (5,000 XP)

Shapechanger. The Loup-Garou can use its action to polymorph into a wolf-humanoid hybrid or into a worg wolf, or back into its true form, which is humanoid. Its statistics, other than its 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. ·

Curse of the Wolf Fang Spear (Recharge 5 or 6).  The tip of the Loup-Garou’s spear channels dread lycanthropic power If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.  At the beginning of the target’s turns, it must make a DC 15 Wisdom saving throw or turn into a werewolf.  After failing, the target may make another save at the end of their turn to turn back to normal.  Upon doing so, they no longer need to make further saving throws from this trigger.  However, the target is still an infected lycanthrope.

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

Magic Resistance. The Loup-Garou has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The Loup-Garou makes two attacks: one with its bite and one with its claws or spear.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 7 (2d4+4) slashing damage.

Cursed Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 60/120 ft., one creature. Hit: 8 (1d8+4) piercing damage, or 9 (1d10+4) piercing damage if used with two hands to make a melee attack.

Loup-Garou Variant: High Loup-Garou

This version of the Loup-Garou is a bit stronger and has a more dire-wolf like beast form, compared to the worg-like form of the standard version.

  • Stats become the following: Str 21 (+5), Dex 18 (+4), Con 19 (+4), Int 13 (+1), Wis 16 (+3), Cha 13 (+1)
  • Skill Bonus becomes Perception +11, Stealth +8
  • Passive Perception is 21
  • Total Hit Points becomes 127 (15d8+60)
  • DC for Curse of Lycanthropy is 16 instead.
  • Armor Class becomes 14 in humanoid form, 16 in wolf or hybrid form (natural armor)
  • Gain the following:
    • Pack Tactics (Wolf or Hybrid form). The loup-garou has advantage on an attack roll aga inst a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
  • Grants 3 attacks instead, only 1 may be bite.
  • Attacks based on Strength have +9 to hit and add 4 to modifier damage instead of 3.
  • Increase Challenge to 12 (8,400 XP)

 

 

More Lycanthropic NPCs

Wereboar Blight Druid

Medium humanoid (human, shapechanger),neutral evil

Armor Class 11 in humanoid form, 12 (natural armor) in boar or hybrid form

Hit Points 105 (l4d8+42)

Speed 30ft. (40ft. in boar form)

STR 17 (+3), DEX 12 (+1), CON 16 (+3), INT 10 (+0), WIS 16 (+3), CHA 9 (-1)

Skills Perception +5

Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren’t silvered

Senses passive Perception 15

Languages Common, Druidic (can’t speak in boar form)

Challenge 6 (2,300 XP)

Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its 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.

Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Corrupted Druid Spellcasting (Humanoid or Hybrid Form Only).  The druid is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): chill touch (2d8), druidcraft, poison spray (2d12)

1st level (4 slots): entangle, inflict wounds, ray of sickness, speak with animals

2nd level (3 slots): barkskin, ray of enfeeblement

3rd level (2 slots): erupting earth, bestow curse

Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). The wereboar makes two attacks, only one of which can be with its tusks.

Barb Staff (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.  The target must make a Dexterity saving throw (DC 14) or take an additional 5 (2d4) piercing damage.  This attack counts as being magical for purposes of resistance and immunity.

Tusks (Boar or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with wereboar lycanthropy.

 

 

Weretiger Hunter

Medium humanoid (human, shapechanger), neutral

Armor Class 13

Hit Points 120 (16d8 + 48)

Speed 30ft. (40ft. in tiger form)

STR 17 (+3), DEX 17 (+3), CON 16 (+3), INT 10 (+0), WIS 16 (+3), CHA 11 (+0)

Skills Perception +8, Stealth +7

Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered

Senses darkvision 60ft., passive Perception 18

Languages Common (can’t speak in tiger form)

Challenge 5 (1,800 XP)

Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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.

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

Natural Awareness.  Natural terrain that isn’t magical does not slow your group’s travel, nor does it pose as difficult terrain.  In addition, the weretiger can expend a spell slot to sense the presence of 1 type of creature (i.e. Humanoid, Dragon, Undead, etc) within 6 miles for 1 minute per spell level expended.  It cannot tell how many there are or their location.

Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn , that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

Sharpshooting Bowman.  The weretiger can fire at long range without suffering disadvantage.

Spellcasting.  The weretiger is a 3rd-level spellcaster (equivalent of 4th level ranger). Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following druid spells prepared:

1st level (3 slots): ensnaring strike, hail of thorns, hunter’s mark

ACTIONS

Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.

Bite (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 8 (1d10+3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft ., one target. Hit: 6 (1d6+3) slashing damage.

Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (ld8+3) piercing damage.

 

 

Made by Doctor Necrotic, for Doctor Necrotic Media.  Ravenloft and related content are properties of TSR Inc/Wizards of the Coast/Hasbro.  Special Thanks to James Introcaso

Advertisements

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s