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4/25/2019 The Homebrewery - NaturalCrit

The Lycanomicon
Extended Lycantrope beastiary

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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 Werefox
of lycanthropy. Ranging from the classic Medium Humanoid (Human Shapechanger),
werewolf to the jungle found weretigers, these Chaotic Evil
creatures are a force to be delt with.
Armor Class 11, 13 (Natural Armor) in Fox or
However, this book will hold within a few more rarer cases Hybrid form
of lycanthropy, forms not seen by normal circumstances or in Hit Points 51(5d8+14)
commonplace scenarios. Wily werefoxes, feral werecats, and Speed 30ft.
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. STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 12 (+1) 14 (+2) 10 (+0)
Rare Lycanthropy Cases Senses Perception +3, Stealth +3
The folllowing is an account of each rare case of lycanthropy. Languages Common (Cannot speak in Fox form)
While most of these are much rarer than others, stay Challenge 3 (700 XP)
advised... they can show up afterall.
Shapechanger. A werefox can use it's action to
Werefox polymorph into a fox humanoid hybrid, or into a
fox, or back to it's true form which is humanoid. It's
While a type of lycanthrope, werefoxes tend to have more statistics, other than AC, are the same in each form.
dexterous bodies. Useable for getting around and fighitng Any equipment it is wearing or carrying isn't
their foes compared to something like a werewolf who gains transformed, it reverts to it's true form if it dies.
brute strength. Along with that, they also have a keen sense
of hearing and smell to help them gain an edge in Keen Hearing and Smell. The werefox has advantage
investigating their enviroment on Wisdom (Perception) checks that rely on
One way to tell that a werefox is in the area is that most hearing or smell.
livestock are being found dead, chickens especially. Though,
they take the typical instinct of a fox to avoid humanoids that Actions
may come across them. However, they can be coaxed to Multiattack (Humanoid or Hybrid form Only). The
fighitng if cornered or their territory is approached. werefox makes two attacks, one with it's bite and
one with it's claws or weapon.
Weredeer Bite (Fox or Hybrid form Only). Melee Weapon
Victims of malichous nymphs or fey. While typically docile, Attack, +4 to hit, reach 5ft, one creature. Hit:
they'll attack intruders to their territory. They also exhibit the 6(1d8+2) piercing damgage. If the target is
most deer insticts compared to most other lycanthropes. The humanoid, it must succeed on a DC 12 Constituion
bearers of this type of lycanthropy tend to stay away from saving throw or be cursed with werfox lycanthropy.
civilization until their instincts cause them to flee into the Claws (Hybrid form Only) Melee Weapon Attack, +4
wilderness. to hit, reach 5ft, one creature, Hit: 6 (2d4+2)
Male weredeer still gain the typical antlers that male deer slashing damage.
gain while females tend to flee most combat scenarios. This
group of lycanthropes are docile unless provoked. However, Reactions
weredeer cannot transfer their lycanthropy to other people as Uncanny Dodge (Humanoid or Hybrid form Only).
it is a magically induced curse. 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.

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We
neede
Weredeer Werecat territ
Medium Humanoid (Human Shapechanger), True Medium Humanoid (Human Shapechanger),
Neutral Chaotic Neutral

Armor Class 9, 11 (Natural Armor) in Deer or Armor Class 7, 10 (Natural Armor) in Cat or Hybrid
Hybrid form form
Hit Points 14(2d4) Hit Points 22(1d6)
Speed 30ft. 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 Passive Perception 13 Senses Perception +2, Stealth +3


Languages Common (Cannot speak in Deer form) Languages Common (Cannot speak in Cat form)
Challenge 1 (200 XP) Challenge 2 (450 XP)

Shapechanger. A weredeer can use it's action to Shapechanger. A werecat can use it's action to
polymorph into a deer humanoid hybrid, or into a polymorph into a cat humanoid hybrid, or into a
deer, or back to it's true form which is humanoid. cat, or back to it's true form which is humanoid. It's
It's statistics, other than AC, are the same in each statistics, other than AC, are the same in each form.
form. Any equipment it is wearing or carrying isn't Any equipment it is wearing or carrying isn't
transformed, it reverts to it's true form if it dies. transformed, it reverts to it's true form if it dies.
Cat Eyes. Werecats can easily recgonize those they
Actions have met in crowds. Advantage on perception
Headbutt (Hybrid or Deer form Only). Melee Weapon checks if looking for someone they have seen.
Attack, +4 to hit, reach 5ft, one creature. Hit Keen Hearing and Smell. The werecat has advantage
7(2d6+12) bludgeoning damage on Wisdom (Perception) checks that rely on
hearing or smell.
Reactions
Quick Flee. Weredeer can use their reactions action Actions
to disengage and dash 40ft away from their Bite (Cat or Hybrid form Only). Melee Weapon
attacker in one direction. They cannot change Attack, +4 to hit, reach 5ft, one creature. Hit:
direction during their disengage 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.
Player Characters as Weredeer Claws (Hybrid form Only) Melee Weapon Attack, +4
The character gains a Dexterity of 16 to his or her to hit, reach 5ft, one creature, Hit: 6 (2d4+2)
score if it isn't already higher, and a +1 bonus to slashing damage.
AC while in Deer or Hybrid form. Attacks and
damage rolls for the natural weapons are based on
Dexterity.
Player Characters as Werecats
The character gains a Dexterity of 15 to his or her
score if it isn't already higher, and a +1 bonus to
Werecat AC while in Fox or Hybrid form. Attacks and
Werecats tend to reside in settlements and towns, and take damage rolls for the natural weaons are based on
on the prowl at night. While they may be a lycanthrope, they Dexterity.
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. Werebadger
These creatures also have the most variation in their fur Known for their digging ablities, werebadgers are often found
patterns. With the hybrid forms getting confused for tabaxi underground or in the Underdark. In most cases, the true
cause of this. If a person was to give a werecat food or water form of the werebadger is very grumpy and easy to anger.
as a form of goodwill, they'll affectionally bite the provider to Werebadgers are also very recluse and solitary creatures.
spread their lycanthropy to them. With very rare cases of there being more than one in an area.
They rarely do bite and spread lycanthropy due to this.

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Player Characters as Werebadgers


Werebadger The character gains a Strength of 15 to his or her
Medium Humanoid (Human Shapechanger), score if it isn't already higher, and a +1 bonus to
Chaotic Evil AC while in Fox or Hybrid form. Attacks and
damage rolls for the natural weaons are based on
Armor Class 11, 13 (Natural Armor) in Cat or Hybrid Strength. You also get a 10 ft burrow speed if not
form already.
Hit Points 55(2d4+12)
Speed 30ft., Burrow 10ft.

STR DEX CON INT WIS CHA


Wereshark
15 (+2) 12 (+1) 14 (+2) 10 (+0) 11 (+1) 13 (+1)
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,
Senses Perception +2, Stealth +2
Languages Common (Cannot speak in Badger form)
and must be swimming in water. They have unrivaled swim
Challenge 3 (700 XP)
speed compared to other lycanthropes. Weresharks tend to
hang around piers and docks in human form. Part of this is
Shapechanger. A werebadger can use it's action to
due to their diet, where they may try to take any chum or
polymorph into a badger humanoid hybrid, or into a
dead fish if they can. Weresharks tend to be more scavengers
badger, or back to it's true form which is humanoid. compared to sharks. Swiming in the area with a wereshark is
It's statistics, other than AC, are the same in each still very dangerous, as they will hunt a free meal.
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 Wereshark
advantage on Wisdom (Perception) checks that rely Medium Humanoid (Human Shapechanger),
on hearing or smell. Chaotic Evil

Actions Armor Class 12, 15 (Natural Armor) in Shark or


Hybrid form
Bite (Badger or Hybrid form Only). Melee Weapon Hit Points 44(1d8+17)
Attack, +4 to hit, reach 5ft, one creature. Hit: Speed 30ft., Swim 40ft.
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 STR DEX CON INT WIS CHA
lycanthropy.
14 (+2) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 13 (+1)
Claws (Hybrid form Only) Melee Weapon Attack, +4
to hit, reach 5ft, one creature, Hit: 6 (2d4+2) Senses Perception +2, Stealth +2
slashing damage. 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.

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Weredragon
The rarest of any lycanthrope, these creatures are typically Player Characters as Weresharks
the result of particularly strong curses or failed attempts at a The character gains a Strength of 16 to his or her
ritual for becoming a half-dragon. Like normal dragons, they score if it isn't already higher, and a +1 bonus to
tend to hoard various goods or treasures. Along with this, AC while in Shark or Hybrid form. Attacks and
they also will display the traits of their draconic heritage. damage rolls for the natural weaons are based on
They can also fire a bolt of their breath weapon compared to Strength. You also get a 10 ft swim speed if not
a full breath weapon, this is due to the hybrid form not already.
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 Written by Saicha
bite. Layout done on Homebrewery
DUNGEONS & DRAGONS. D&D, Wizards of the Coast,
Forgotten Realms, the dragon ampersand, Player's Handbook,
Weredragon Monster Manual, Dungeon Master's Guide, D&D Adventurer's
Medium Humanoid (Human Shapechanger), Leauge, all other Wizards of the Coast producer names, and
Alignment Varies their respective logos and trademarks of Wizards of the Coast
in the USA and other countries. All characters and their
Armor Class 13, 17 (Natural Armor) in Dragon or
Hybrid form distinctive likenesses are property of Wizards of the Coast.
Hit Points 49(1d8+19) This material is protected under the copyright laws of the
Speed 30ft., Fly 30ft. United States of America. Any reproduction or unauthorized
use of the material or artwork contained herein is prohibited
STR DEX CON INT WIS CHA without the express written permission of Wizards of the
Coast.
14 (+2) 12 (+1) 15 (+2) 13 (+1) 10 (+0) 14 (+2)
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA
98057, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat
Senses Perception +2, Stealth +2
Languages Common (Cannot speak in Shark form) 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
Challenge 4 (1,100 XP) 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.

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