Lycanthropy One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire, features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns. Curse of 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. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams. Werebear Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A were bear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over durring the full moon. When a werebear transforms, it grows to enormous size, lashing out with its claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it. Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes. Wereboar Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use their fists, while in hybrid or animal form, they gain a devastating goring attack with their tusks through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become. Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs. Wererat Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat. A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed. Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats. 1

Wereraven Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but weary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible. In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it. A Kindness of Wereravens. Wereravens refer to their tightly knit groups as kindnesses. A kindness of wereravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them. Charitable Collectors. Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places. Weretiger Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can. They don't like to pass on their curse, because every new weretiger means competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups. Werewolf A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tendency to eat rare meat. Its wolf form is a fearsome predator, but its hybrid form is more terrifying by far, a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite. Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves. Player Characters As Lycanthropes 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 resistances, 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 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. The following informaiton applies to specific lycanthropes. Werebear You gain the following features when you are cursed with werebear lycanthropy. Werebear (beast & hybrid form) Character Level Bite Attack (Piercing) Claw Attack (Slashing) Armor Class 1st 2d10 2d8 12 10th 3d10 3d8 14 20th 4d10 4d8 16 Stat Change You gain a Strength of 19 if your score isn't already higher, and a +1 bonus to AC. Attack and damage rolls for natural weapons while in beast or hybrid form are based on your Strength. While in hybrid or bear form, your speed is; 40 ft., climb 30 ft. Damage Resistances You are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. Bestow Curse While in beast or hybrid form, whenever you take the attack action to bite, while in beast or hybrid form, you can choose to secrete venom to potentially infect your target with werebear lycanthropy. If the target is a humanoid, it must succeed on Constitution saving throw or be cursed with werebear lycanthropy. Keen Smell You have advantage on Wisdom (Perception) checks that rely on smell. Shapechanger As an action you can polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into your true form. Your statistics, other than size and AC, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die. Multiattack While in beast or hybrid form, you can attack twice, instead of once, whenever you take the Attack action on your turn, only one of which can be a bite. 2

Wereboar You gain the following features when you are cursed with wereboar lycanthropy. Wereboar (beast & hybrid form) Character Level Tusk Attack (Slashing) Fist Attack (Bludgeoning) Armor Class 1st 2d6 2d6 12 10th 3d6 3d6 14 20th 4d6 4d6 16 Stat Change You gain a Strength of 17 if your score isn't already higher, and a +1 bonus to AC. Attack and damage rolls for natural weapons while in beast or hybrid form are based on your Strength. While in hybrid or boar form, your speed is 40ft. Damage Resistances You are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. Bestow Curse While in beast or hybrid form, whenever you take the attack action to use tusks, while in beast or hybrid form, you can choose to secrete venom to potentially infect your target with wereboar lycanthropy. If the target is a humanoid, it must succeed on a Constitution saving throw or be cursed with wereboar lycanthropy. Shapechanger As an action you can polymorph into a boar-humanoid hybrid or into a boar, or back into your true form. Your statistics, other than size and AC, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die. Charge While in beast or hybrid form, if you move at least 15-feet straight toward a target and then hit it with your tusks on the same turn, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a DC (8+ your proficiency bonus + Strength modifier) saving throw or be knocked prone. Relentless If you take 15 damage or less that would reduce you to 0 hit points, you are reduced to 1 hit point instead. Multiattack While in beast or hybrid form, you can attack twice, instead of once whenever you take the Attack action on your turn, only one of which can be with your tusks. Wererat You gain the following features when you are cursed with wererat lycanthropy. Wererat (beast & hybrid form) Character Level Bite Attack (Piercing) Claw Attack (Slashing) Armor Class (No Change) 1st 1d4 1d4 --- 10th 2d4 2d4 --- 20th 3d4 3d4 --- Stat Change You gain a Dexterity of 15 if your score isn't already higher. Attack and damage rolls for natural weapons while in beast or hybrid form are based on whichever is higher of your Strength and Dexterity. Damage Resistances You are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. Bestow Curse Whenever you take the attack action to bite, while in beast or hybrid form, you can choose to secrete venom to potentially infect your target with wererat lycanthropy. If the target is a humanoid, it must succeed on a Constitution saving throw or be cursed with wererat lycanthropy. Keen Smell You have advantage on Wisdom (Perception) checks that rely on smell. Shapechanger As an action you can polymorph into a rat-humanoid hybrid or into a giant rat, or back into your true form. Your statistics, other than size, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die. Multiattack While in beast or hybrid form, you can attack twice, instead of once, whenever you take the Attack action on your turn, only one of which can be a bite. 3

Wereraven You gain the following features when you are cursed with wereraven lycanthropy. Wereraven (raven & hybrid form) Character Level Beak Attack (Piercing) Talon Attack (Slashing) Armor Class (No Change) 1st 1d4 1d4 --- 10th 2d4 2d4 --- 20th 3d4 3d4 --- Stat Change You gain a Dexterity of 15 if your score isn't already higher. Attack and damage rolls for natural weapons while in beast or hybrid form are based on your Dexterity. While in raven or hybrid form, you have a flying speed of 50-feet. Damage Resistances You are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. Bestow Curse Whenever you take the attack action to bite with your beak, while in beast or hybrid form, you can choose to secrete venom to potentially infect your target with wereraven lycanthropy. If the target is a humanoid, it must succeed on a Constitution saving throw or be cursed with wereraven lycanthropy. Mimicry You can mimic simple sounds you have heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC Wisdom (Insight) check equal to 8+ your proficiency bonus. Shapechanger As an action you can polymorph into a raven-humanoid hybrid or into a raven, or back into your true form. Your statistics, other than size, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die. Multiattack While in beast or hybrid form, you can attack twice, instead of once, whenever you take the Attack action on your turn, only one of which can be a bite. Weretiger You gain the following features when you are cursed with weretiger lycanthropy. Weretiger (beast & hybrid form) Character Level Bite Attack (Piercing) Claw Attack (Slashing) Armor Class (No Change) 1st 1d10 1d8 --- 10th 2d10 2d8 --- 20th 3d10 3d8 --- Stat Change You gain a Strength of 17 if your score isn't already higher. Attack and damage rolls for natural weapons while in beast or hybrid form are based on your Strength. While in hybrid or tiger form, your speed is 40 ft. Damage Resistances You are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. Bestow Curse Whenever you take the attack action to bite, while in beast or hybrid form, you can choose to secrete venom to potentially infect your target with weretiger lycanthropy. If the target is a humanoid, it must succeed on a Constitution saving throw or be cursed with weretiger lycanthropy. Keen Hearing and Smell You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger As an action you can polymorph into a tiger-humanoid hybrid or into a tiger, or back into your true form. Your statistics, other than size, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die. Pounce While in tiger or hybrid form, if you move at least 15-feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a DC (8+ your proficiency bonus + Strength modifier) Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action. Multiattack While in beast or hybrid form, you can attack twice, instead of once, whenever you take the Attack action on your turn, only one of which can be a bite. 4

Werewolf You gain the following features when you are cursed with werewolf lycanthropy. Werewolf (beast & hybrid form) Character Level Bite Attack (Piercing) Claw Attack (Slashing) Armor Class 1st 1d8 1d10 12 10th 2d8 2d10 14 20th 3d8 3d10 16 Stat Change You gain a Strength of 17 if your score isn't already higher, and a +1 bonus to AC. Attack and damage rolls for natural weapons while in beast or hybrid form are based on your Strength. While in hybrid or wolf form, your speed is 40 ft. Damage Resistances You are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. Bestow Curse Whenever you take the attack action to bite, while in beast or hybrid form, you can choose to secrete venom to potentially infect your target with werewolf lycanthropy. If the target is a humanoid, it must succeed on a Constitution saving throw or be cursed with werewolf lycanthropy. Keen Hearing and Smell You have advantage on Wisdom (Perception) checks that rely on hearing or smell. Shapechanger As an action you can polymorph into a wolf-humanoid hybrid or into a wolf, or back into your true form. Your statistics, other than size and AC, are the same in each form. Any equipment you are wearing or carrying isn't transformed. You revert back to your true form if you die. Multiattack While in beast or hybrid form, you can attack twice, instead of once, whenever you take the Attack action on your turn, only one of which can be a bite. 5

Vampirism Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires despise sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed. Born from Death. Most of a vampire's victims become vampire spawn---ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become true vampire when their creator dies. Undead Nature. Neither a vampire nor a vampire spawn requires air, water, or food, only blood. Becoming a Vampire. If a humanoid is bitten by a vampire and is injected with venom, and fails the saving throw to resist the venom, the humanoid is haunted by vampiric nightmares for 1d4 days. After that time, the humanoid dies from a fever caused by the vampire's venom, and is risen the next night as a vampire spawn. If the humanoid dies within 24 hours of being bitten, wheather the save was made or not, he/she will be risen the following night as a vampire spawn, as the venom will stil be in the blood stream. Vampire Spawn You gain the following features when you become a vampire spawn. Vampire Spawn Character Level Bite Attack (Piercing) Claw Attack (Slashing) Armor Class (No Change) 1st 1d6 1d8 --- 10th 2d6 2d8 --- 20th 3d6 3d8 --- 6

State Change You are now considered Undead. You also gain a Strength, Dexterity, and Constitution of 16 if they aren't higher. Damage Resistances You are resistant to necrotic damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. Vampire Weaknesses The vampire has the following flaws: Forbiddance. You can't enter a residence without an invitation from one of the occupants.

You can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. You take 20 acid damage when you end your turn in running water.

You take 20 acid damage when you end your turn in running water. Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated/unconscious.

You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated/unconscious. Sunlight Hypersensitivity. You takes 20 radiant damage when when you start your turn in sun light. While in sunlight, you have disadvantage on attack rolls and ability checks. Bloodlust You require blood to stay "alive", or whatever a vampire would call it. For everyday you go without consuming a pint of humanoid blood, you gain a level of exhaustion. Darkvision You can see in dim light within 60ft of you as if it were bright light, & in darkness as if it were dim light. Regeneration You regain hit points equal to your character level at the start of your turn if you have at least 1 hit point and aren't in sun light or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. Spider Climb You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Attacks As a vampire spawn, you gain the folling attack options. Claws. Melee Weapon Attack: 1d8 Slashing damage. Instead of dealing damage, you can grapple the target, escape DC is 10+ your Strength modifier.

Melee Weapon Attack: 1d8 Slashing damage. Instead of dealing damage, you can grapple the target, escape DC is 10+ your Strength modifier. Bite. Melee Weapon Attack: Can target one willing creature, or a creature that is grappled by you, incapacitated, or restrained. 1d6 piercing damage plus 2d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. True Vampire You gain the following features when you become a true vampire. Vampire Character Level Bite Attack (Piercing) Unarmed Strike (Bludgeoning) Armor Class (No Change) 1st 3d6 1d8 --- 10th 4d6 2d8 --- 20th 5d6 3d8 --- State Change You are now considered Undead. You also gain a Strength, Dexterity, and Constitution of 18 if they aren't higher. Damage Resistances You are resistant to necrotic damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks. Vampire Weaknesses The vampire has the following flaws: Forbiddance. You can't enter a residence without an invitation from one of the occupants.

You can't enter a residence without an invitation from one of the occupants. Harmed by Running Water. You take 20 acid damage when you end your turn in running water.

You take 20 acid damage when you end your turn in running water. Stake to the Heart. You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated/unconscious.

You are destroyed if a piercing weapon made of wood is driven into your heart while you are incapacitated/unconscious. Sunlight Hypersensitivity. You takes 20 radiant damage when when you start your turn in sun light. While in sunlight, you have disadvantage on attack rolls and ability checks. Bloodlust You require blood to stay "alive", or whatever a vampire would call it. For everyday you go without consuming a pint of humanoid blood, you gain a level of exhaustion. Darkvision You can see in dim light within 60ft of you as if it were bright light, & in darkness as if it were dim light. Regeneration You regain hit points equal to 2 x your character level at the start of your turn if you have at least 1 hit point and aren't in sun light or running water. If you take radiant damage or damage from holy water, this trait doesn't function at the start of your next turn. Spider Climb You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 7