Lycanthropes

Werebear

Medium humanoid (human, shapechanger), neutral good

Armor Class
10 in humanoid form, 11 (natural armor) in bear and hybrid form
Hit Points
135 (18d8 + 54)
Speed
30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)
Skills
Perception +7
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
passive Perception 17
Languages
Common (can’t speak in bear form)
Challenge
5 (1,800 XP)
Shapechanger.

The werebear can use its action to polymorph into a Large bear‐humanoid hybrid or into a Large bear, 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.

Keen Smell.

The werebear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.

In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only).

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.

Claw (Bear or Hybrid Form Only).

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Greataxe (Humanoid or Hybrid Form Only).

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Wereboar

Medium humanoid (human, shapechanger), neutral evil

Armor Class
10 in humanoid form, 11 (natural armor) in boar or hybrid form
Hit Points
78 (12d8 + 24)
Speed
30 ft. (40 ft. in boar form)
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (−1)
Skills
Perception +2
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
passive Perception 12
Languages
Common (can’t speak in boar form)
Challenge
4 (1,100 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 13 Strength saving throw or be knocked prone.

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.

Maul (Humanoid or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

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 12 Constitution saving throw or be cursed with wereboar lycanthropy.

Wererat

Medium humanoid (human, shapechanger), lawful evil

Armor Class
12
Hit Points
33 (6d8 + 6)
Speed
30 ft.
STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (−1)
Skills
Perception +2, Stealth +4
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
darkvision 60 ft. (rat form only), passive Perception 12
Languages
Common (can’t speak in rat form)
Challenge
2 (450 XP)
Shapechanger.

The wererat can use its action to polymorph into a rat‐humanoid hybrid or into a giant rat, 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 Smell.

The wererat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack (Humanoid or Hybrid Form Only).

The wererat makes two attacks, only one of which can be a bite.

Bite (Rat or Hybrid Form Only).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.

Shortsword (Humanoid or Hybrid Form Only).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow (Humanoid or Hybrid Form Only).

Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Weretiger

Medium humanoid (human, shapechanger), neutral

Armor Class
12
Hit Points
120 (16d8 + 48)
Speed
30 ft. (40 ft. in tiger form)
STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)
Skills
Perception +5, Stealth +4
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
darkvision 60 ft., passive Perception 15
Languages
Common (can’t speak in tiger form)
Challenge
4 (1,100 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.

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.

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: +5 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 13 Constitution saving throw or be cursed with weretiger lycanthropy.

Claw (Tiger or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Scimitar (Humanoid or Hybrid Form Only).

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Longbow (Humanoid or Hybrid Form Only).

Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Werewolf

Medium humanoid (human, shapechanger), chaotic evil

Armor Class
11 in humanoid form, 12 (natural armor) in wolf or hybrid form
Hit Points
58 (9d8 + 18)
Speed
30 ft. (40 ft. in wolf form)
STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Skills
Perception +4, Stealth +3
Damage Immunities
bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses
passive Perception 14
Languages
Common (can’t speak in wolf form)
Challenge
3 (700 XP)
Shapechanger.

The werewolf can use its action to polymorph into a wolf‐humanoid hybrid or into a 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.

Keen Hearing and Smell.

The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack (Humanoid or Hybrid Form Only).

The werewolf makes two attacks: one with its bite and one with its claws or spear.

Bite (Wolf or Hybrid Form Only).

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claw (Hybrid Form Only).

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

Spear (Humanoid Form Only).

Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.