Lycanthropy Revised Fearsome and powerful, few creatures match the raw ferocity of the Lycanthrope. Afflicted with a potent curse, these beings are forced into a bodily mutation controlled by the whims of their rage, and by the wax and wane of the moon. Vulnerable only to silver and wolfsbane, their tough hides, sharp claws, and powerful teeth make them the bane of travellers and townsfolk everywhere. Whether created by dark magic, cursed by a bite, or even in some cases inflicted upon oneself by design, the curse of Lycanthropy gives great power - at a great, often inescapable, price. These rules can be used in your Dungeons and Dragons 5th Edition game in place of the ordinary Lycanthropy rules for player characters. Use them to add tension, threat, and storyline significance to an event that should rightfully be considered a serious and terrifying curse. The Stages of Lycanthropy Lycanthropes go through several stages of the curse that afflicts them, beginning when they are first afflicted with the curse and ending when they master - or, more often, are consumed by - their curse. The negative effects and risks of these stages can be mitigated through the use of specially-prepared Belladonna flowers, while potions using Belladonna, Wolfsbane, and Moonstone can be used to lengthen the time one stays in a particular stage of the curse - to an extent. All werewolves, except for the rare Alpha who has mastered his or her curse, become more irritable and can even come down with short-term or long-term madness if not treated with Belladonna. They begin to suffer nightmares and insomnia while asleep, and hallucinations and paranoia while awake. Stress and severe physical or mental trauma can increase these side effects, and in serious cases can even invoke the worst - an early transformation, with little to no control. All Lycanthropes have the following traits in common, regardless of subtype or their stage of the curse: Becoming a Lycanthrope. Anyone bitten by a Lycanthrope must succeed on a DC15 Constitution saving throw or be cursed.

Anyone bitten by a Lycanthrope must succeed on a DC15 Constitution saving throw or be cursed. Silver Sensitivity. Lycanthropes damaged by silver and magical weaponry do not apply their Damage Threshold versus the damage.

Lycanthropes damaged by silver and magical weaponry do not apply their Damage Threshold versus the damage. Wolfsbane Toxicity. Consuming wolfsbane inflicts the Poisoned condition upon a Lycanthrope, while weapons coated in poisons made from it deal 3d6 additional Poison damage to them. Antitoxin does not aid them with these conditions.

Consuming wolfsbane inflicts the Poisoned condition upon a Lycanthrope, while weapons coated in poisons made from it deal 3d6 additional Poison damage to them. Antitoxin does not aid them with these conditions. Speedy Recovery. Lycanthropes seldom scar from their wounds, and will typically heal cuts and bruises very quickly. Keen-eyed observers may notice these facts.

Lycanthropes seldom scar from their wounds, and will typically heal cuts and bruises very quickly. Keen-eyed observers may notice these facts. Lunar Madness. Lycanthropes become irritable and short-tempered within one week of the full moon, and those who do not treat themselves with Belladonna must make a DC16 Wisdom check or suffer a symptom of short-term madness, or long-term madness if they have gone more than four transformations without Belladonna.

Lycanthropes become irritable and short-tempered within one week of the full moon, and those who do not treat themselves with Belladonna must make a DC16 Wisdom check or suffer a symptom of short-term madness, or long-term madness if they have gone more than four transformations without Belladonna. Cursed Weapons. A Lycanthrope's Bite and Claw attack are treated as magic weapons, and their Bite attack can spread the curse.

A Lycanthrope's Bite and Claw attack are treated as magic weapons, and their Bite attack can spread the curse. Belladonna Dependency. Lycanthropes who use Belladonna to treat their symptoms are freed from the irritability and potential madness inflicted by their conditions. A Lycanthrope under the influence of Belladonna has +5 to any Constitution saving throws regarding transforming into beast or hybrid form, or back into a humanoid. This does not apply to the final transformation into an Alpha or Feral Lycanthrope. Unblooded (Bitten - Full Moon) Afflicted but not yet transformed, Unblooded Lycanthropes often go for weeks without realizing they've been cursed. During that time, wounds heal quicker, temper gets worse, and the unfortunate mental effects of lunar madness begin to set in. They become sensitive to the scent and sight of wolfsbane, and come to hate the sight and touch of silver, though they may not realize why. It is only when their first full moon rises that they go through the first - and most-violent - stage of their new existence. First Blood. When an Unblooded Lycanthrope transforms for the first time, the process is loud and violent, taking half an hour to complete. Their bones break, their flesh and muscles tear and reform, and all of their hair, nails, and teeth are painfully pushed out of their bodies by the new, cursed body parts of their Lycanthropic forms. They have no control of themselves as they assume their hybrid forms, are invulnerable to nonsilver, nonmagical slashing, bludgeoning, and piercing damage, and remain in such a state until they run out of stamina (CON Modifier - 2 Hours), or until rendered unconscious or killed. After this change, the transformation becomes easier and their powers are diminished, their spirit reasserting some small measure of control over their cursed body.

Omega (Three Months) As an Omega Lycanthrope, one has undergone their painful first change and now understands the magnitude of what has happened to them. They might seek help from alchemists, sorcerors, and even creatures such as hags in their panic to regain control, and some seek out the elusive cure to their condition. Little do those that don't know, the following three months will be the last in which lesser magic can help them. Others embrace their new lot in life, going out into the wild to embrace their savagery again and again, invariably drawing down the wrath of monster hunters - or, worse, greater beasts than they. Thick Hide. While in hybrid and beast form, an omega lycanthrope has a damage threshold of 10, and thus is immune to bludgeoning, slashing, and piercing damage from non-silver, non-magical weapons that is less than 10 points of damage.

While in hybrid and beast form, an omega lycanthrope has a damage threshold of 10, and thus is immune to bludgeoning, slashing, and piercing damage from non-silver, non-magical weapons that is less than 10 points of damage. Forced Change. An Omega can attempt to change before the full moon, making a Constitution saving throw with a DC of 20 - Constitution Modifier. If they fail the saving throw, they lose control and the DM assumes control of them until they run out of stamina, or are rendered unconscious.

An Omega can attempt to change before the full moon, making a Constitution saving throw with a DC of 20 - Constitution Modifier. If they fail the saving throw, they lose control and the DM assumes control of them until they run out of stamina, or are rendered unconscious. Eased Transformation. The change into hybrid and beast form takes ten minutes for an Omega, rather than thirty, and while loud and painful is no longer bloody. Once transformed, they can shift freely between beast and hybrid forms, but remain hybrid if out of control.

The change into hybrid and beast form takes ten minutes for an Omega, rather than thirty, and while loud and painful is no longer bloody. Once transformed, they can shift freely between beast and hybrid forms, but remain hybrid if out of control. Curse Management. Omegas in hybrid and beast form can attempt to turn back into humanoid form, and must make a Constitution saving throw with a DC of 20 - Constitution Modifier to do so. On a failure, they lose control, flee, and remain hybrids until they run out of stamina. If successful, they change back and gain one level of exhaustion.

Omegas in hybrid and beast form can attempt to turn back into humanoid form, and must make a Constitution saving throw with a DC of 20 - Constitution Modifier to do so. On a failure, they lose control, flee, and remain hybrids until they run out of stamina. If successful, they change back and gain one level of exhaustion. Youthful Curse. The curse of an Omega werewolf can be lifted by casting Remove Curse on it, if it is willing or subdued. Beta (Two Months) Stronger, more used to the change, Beta werewolves are often the most dangerous - and the most determined to end their curse. Beta Lycanthropes are no longer wracked by long and painful changes, though they still require a few seconds to change, and have more power and experience than their younger kin. Even so, they approach a time in their lives when they are forced to face the ultimate trial - the Final Transformation. Resilient Hide. While in hybrid and beast form, a Beta lycanthrope has a damage threshold of 15, and thus is immune to bludgeoning, slashing, and piercing damage from non-silver, non-magical weapons that is less than 15 points of damage.

While in hybrid and beast form, a Beta lycanthrope has a damage threshold of 15, and thus is immune to bludgeoning, slashing, and piercing damage from non-silver, non-magical weapons that is less than 15 points of damage. Skilled Transformation. The save DCs for the Lycanthrope's Forced Change and Curse Management drop to 15 - Constitution Modifier.

The save DCs for the Lycanthrope's Forced Change and Curse Management drop to 15 - Constitution Modifier. Rapid Change. Beta Lycanthropes require six seconds to transform, and can neither move nor take any actions during this time. The process is still loud, but is less painful, if no less gruesome to watch.

Beta Lycanthropes require six seconds to transform, and can neither move nor take any actions during this time. The process is still loud, but is less painful, if no less gruesome to watch. Resilient Curse. Beta Lycanthropes can only be cured of their curse by Greater Restoration, or by more powerful restorative magic or resurrection from the dead.

Beta Lycanthropes can only be cured of their curse by Greater Restoration, or by more powerful restorative magic or resurrection from the dead. Final Transformation. After two months as a Beta Lycanthrope, the afflicted must perform a DC20 Constitution saving throw with disadvantage, unless they have been treated with Belladonna, in which case they lose disadvantage. If they succeed, they become an Alpha Lycanthrope. If they fail, they become a Feral Lycanthrope, losing control forever and becoming an NPC enemy under the Dungeon Master's control. Alpha - Masters of the Curse Fierce, powerful, and nearly impervious to harm, the Alpha Lycanthrope is a rare sight and a valuable ally - or an intimidating enemy, depending on their goals and disposition. Having mastered the transformation and taken the reigns of the curse that resides within, they no longer change at the full moon but can instead transform at will, and maintain control of themselves the entire time. However, they never lose their connection to the beast within, and will often find themselves becoming more and more animalistic in personality and disposition as time goes on. If discovered, they are hunted relentlessly, as only one thing is certain with an Alpha Lycanthrope - in time, they will desire a pack, and will spread their affliction to lesser humanoids. Invulnerable Hide. While in hybrid and beast form, an Alpha lycanthrope has a damage threshold of 25, and thus is immune to bludgeoning, slashing, and piercing damage from non-silver, non-magical weapons that is less than 25 points of damage.

While in hybrid and beast form, an Alpha lycanthrope has a damage threshold of 25, and thus is immune to bludgeoning, slashing, and piercing damage from non-silver, non-magical weapons that is less than 25 points of damage. Masterful Transformation. An Alpha can change between humanoid, hybrid, and beast forms once as an action once each turn, and transforms silently and painlessly.

An Alpha can change between humanoid, hybrid, and beast forms once as an action once each turn, and transforms silently and painlessly. Pack Leader's Strength. The physical statistics of an Alpha Lycanthrope all rise to 18, unless they were higher already.

The physical statistics of an Alpha Lycanthrope all rise to 18, unless they were higher already. Pack Leader's Will. Alphas can dominate up to four wolves, three direwolves or wargs, or two winter wolves or uncontrolled Lycanthropes for up to an hour by performing a contested Wisdom save. If successful, the beasts consider you a friend and try to obey your commands to the best of their abilities, even risking death to do so. You can do this only once per long rest.

Alphas can dominate up to four wolves, three direwolves or wargs, or two winter wolves or uncontrolled Lycanthropes for up to an hour by performing a contested Wisdom save. If successful, the beasts consider you a friend and try to obey your commands to the best of their abilities, even risking death to do so. You can do this only once per long rest. Impervious Curse. Alpha Lycanthropes can only be cured by a Wish spell, or by death, resurrection, or reincarnation.

Moonsbane Potions & Submission Lycanthropes treated by the rare and magical Moonsbane Potion can have their time at a given stage of the curse extended, sometimes up to several years. The following rules apply to Moonsbane Potions. Moonsbane Potions must be crafted from Wolfsbane, Belladonna, and at least 100 GP worth of Moonstone, which is consumed by the potion.

Only those who are Proficient in the use of Alchemist's Tools and have the Spellcasting ability can craft Moonsbane Potions.

Moonsbane Potions are considered Very Rare magic items.

Moonsbane Potions, if consumed at least once per fortnight, extend the current stage of your curse by 1d10 x Days Remaining.

Each dose of Moonsbane Potion has a cumulative one percent chance of making the user immune to Moonsbane Potions. Another avenue of control for Lycanthropes is for those at or below the Beta stage to Submit to an Alpha. Submissive Lycanthropes can change as an Alpha does, and suffer no loss of control when they do. This process renders them Charmed by the Alpha, and they must make a DC15 WIS save if they wish to disobey the Alpha's commands. If they are in the Alpha's presence, they have disadvantage on this Saving Throw. If one of them manages to disobey and kill the Alpha, their own Final Transformation triggers immediately, and if they are successful they assume the dead Alpha's place. Ferals - Monsters in the Night Without doubt, the most fearsome and destructive form of a Lycanthrope is its penultimate, and permanent, transformation - the Feral. Changed forever, they are driven by an innate need to form packs, and if left unchecked will quickly overrun wild and civilized areas. Feral Lycanthropes are distinct from their brethren in that they are much bigger, anywhere from three to five feet taller and up to three hundred pounds heavier than normal lycanthropes. Their eyes glow red, their fangs and claws become several inches long, and their limbs and bodies stretch to monstrous lengths and become thick and muscled. Their minds, a constant haze of rage and hunger, cannot be reasoned with or affected in any way; only death can stop these monstrous beasts. Any kind of Lycanthrope can become a Feral, using the stats listed below, though Feral Werebears have a Strength of 24, Feral Wereboars have a Constitution of 22 and an Intelligence of 5, and Feral Wererats can use the Dash, Disengage, and Hide actions as a bonus action in the same way a Rogue can. Feral Werewolf Medium Monstrosity, Chaotic Evil Armor Class 16 (Natural armor)

16 (Natural armor) Hit Points 105(15d12 + 5)

105(15d12 + 5) Speed 40ft. STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 20 (+5) 6 (-2) 5 (-2) 8 (-2) +11 Perception, +5 Stealth

Damage Immunity bludgeoning, piercing, and slashing damage from nonsilver weapons.

bludgeoning, piercing, and slashing damage from nonsilver weapons. Senses passive Perception 19

passive Perception 19 Languages None

None Challenge 8 (3,900) Unyielding Madness. The lycanthrope has advantage on saving throws against magic that affects its mind Wolfsbane Toxicity. Ingesting Wolfsbane gives this creature the poisoned condition, while weapons coated in wolfsbane poison do an additional 3d6 poison damage to it. Persistent Curse. This creature cannot revert to humanoid form, even in death. Cursed Weapons. The feral werewolf's claw and bite attacks are considered magical weapons. Actions Multiattack. The feral werewolf makes three attacks, one with its bite and two with its claws. Bite Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 16 (2d8 + 6) Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 14 (2d6 + 6)

Lycanthrope Varieties and Specialties This section described form-specific abilities and traits for various different kinds of Lycanthrope. Listed also are abilities and features for some forms of Lycanthrope not commonly seen, but nonetheless fun to implement. Werewolf Werewolves are possibly the quintessential Lycanthrope in lore and stories. Unlike their bear cousins, they are social and tactical even when out of control, and unlike most others of their Curse, they are hypercarnivores, able to feed only on flesh and bone. This makes them more likely to spread, and more likely to leave the wilds seeking more food to sustain their ravenous appetites. Pack Tactics. A Werewolf in Hybrid or Beast form has Advantage on attacks against any creature within five feet of an ally, provided that ally is not incapacitated.

A Werewolf in Hybrid or Beast form has Advantage on attacks against any creature within five feet of an ally, provided that ally is not incapacitated. Keen Senses. Werewolves have Advantage on Survival and Perception checks related to sight, sound, and smell, and can track a creature whose scent they have caught for up to ten miles, even in humanoid form.

Werewolves have Advantage on Survival and Perception checks related to sight, sound, and smell, and can track a creature whose scent they have caught for up to ten miles, even in humanoid form. Vicious Claws. Werewolf unarmed strikes deal 2d4 damage and have the Finesse property. Furthermore, a creature hit by their unarmed strikes gains a wound, which deals 1d4 necrotic damage per turn, up to a maximum of ten wounds. A creature must use its action to close their wounds, which requires succeeding on a DC12 Medicine check, closing all Wounds on a success.

Werewolf unarmed strikes deal 2d4 damage and have the Finesse property. Furthermore, a creature hit by their unarmed strikes gains a wound, which deals 1d4 necrotic damage per turn, up to a maximum of ten wounds. A creature must use its action to close their wounds, which requires succeeding on a DC12 Medicine check, closing all Wounds on a success. Bite. The Werewolf gains a bite attack that deals 1d8 damage and has the Finesse property. This attacks transmits the Werewolf's curse. The Werewolf can only make one Bite attack per turn. Wereboar Wereboars are less commonly seen than their wolfish cousins, as they can and often do subsist on plant matter as well as animal matter in the wilds. Their ornery nature makes groups of more than three or four uncommon, unless in Submission to an Alpha, and their territorial nature makes them seek to dominate an area or, failing this, to depart that area. This said, they are possibly the toughest Lycanthropes, and are renowned and feared for their fury and resilience. Resilience. If the Wereboar takes damage that is below its Challenge Rating(Level for players) + its Constitution Modifier, even from silver and magical sources, that would reduce it to zero hit points, it drops to 1 hit point instead.

If the Wereboar takes damage that is below its Challenge Rating(Level for players) + its Constitution Modifier, even from silver and magical sources, that would reduce it to zero hit points, it drops to 1 hit point instead. Tusk. The Wereboar gains a Tusk attack that deals 2d6 piercing damage on a hit. Additionally, if the Wereboar moves 15 feet straight toward an enemy and hits them with a Tusk attack, it deals an additional 2d6 damage, while the target must succeed on a DC13 Strength saving throw or be knocked Prone. A Wereboar can only make one Tusk attack per turn. Tusk attacks transmit the Wereboar's curse. Wererat Skulking in the shadows and avoiding notice wherever they can, Wererats are smaller and less intimidating than their kin, and are often more reviled. Congregating in groups within sewers, abandoned shacks, and caves, they are often looked down upon and mocked even by those afraid of Lycanthropy. However, their abilities make them some of the most apt thieves, saboteurs, and assassins in the world. Darkvision. All wererats gain Darkvision, which allows them to see in darkness for up to 60 feet as if it were dim light and in dim light as if it were bright light. In hybrid and beast form, their Darkvision extends to 120 feet, though they gain the Sunlight Sensitivity property.

All wererats gain Darkvision, which allows them to see in darkness for up to 60 feet as if it were dim light and in dim light as if it were bright light. In hybrid and beast form, their Darkvision extends to 120 feet, though they gain the Sunlight Sensitivity property. Naturally Stealthy. Wererats can Dash, Disengage, or Hide as a Bonus Action, and have advantage on Stealth checks made while in dim light or when otherwise lightly obscured.

Wererats can Dash, Disengage, or Hide as a Bonus Action, and have advantage on Stealth checks made while in dim light or when otherwise lightly obscured. Scout Form. Wererats have the ability to enter their Scout Form, as opposed to their hybrid or beast forms. This form allows them to become a Tiny Rat and gives them advantage on Stealth and Perception checks, but prevents them from entering combat beyond fleeing.

Wererats have the ability to enter their Scout Form, as opposed to their hybrid or beast forms. This form allows them to become a Tiny Rat and gives them advantage on Stealth and Perception checks, but prevents them from entering combat beyond fleeing. Bubonic Bite. Wererats gain a Bite attack that deals 1d4 damage and has the Finesse property. This bite transmits the wererat's curse. Furthermore, a creature bitten by this attack must succeed on a DC13 Constitution saving throw or become Poisoned for 72 hours. If this Poison is not cured, the creature must make an additional DC13 Constitution save each night after this bite. On a failure, it gains two levels of Exhaustion. After three nights, if a creature has not been killed by exhaustion, it recovers from the poison. Werebear Solitary and strong, Werebears are incredibly rare creatures that are seldom seen and even less seldom survived by those who attack them. Werebears especially are omnivorous, and thus will ruin a farmer's apiary or orchard just as quickly as they would a pen of sheep, and often with much less bloodshed. This has led to the erroneous belief that Werebears are naturally goodly creatures that one can approach, even when out of control; this is simply not true, as a Werebear's patience and avoidance is directly tied to the respect it is shown - and more importantly, how hungry it is at the time. Mighty Limbs. Werebears gain 2 points of Strength, and their maximum Strength score increases by 2. They have advantage on Athletics checks and Strength saving throws made while in hybrid and beast forms.

Werebears gain 2 points of Strength, and their maximum Strength score increases by 2. They have advantage on Athletics checks and Strength saving throws made while in hybrid and beast forms. Crushing Paws. Werebears gain an unarmed claw attack that deals 2d6 bludgeoning damage. Furthermore, if a creature is hit with these paws, they must succeed on a DC12 Constitution saving throw or be stunned until the end of their next turn.

Werebears gain an unarmed claw attack that deals 2d6 bludgeoning damage. Furthermore, if a creature is hit with these paws, they must succeed on a DC12 Constitution saving throw or be stunned until the end of their next turn. Mauling Bite. The Werebear gains a bite attack that deals 2d6 piercing damage. A creature bitten in this way is grappled, and is dealt an additional 1d6 piercing damage per turn while grappled. A Werebear can attack only the grappled creature until it is released or breaks free. This bite transmits the Werebear's curse, and can be used only once a turn.