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Werebeast

Ability Score Increase +1 Str, +1 Con, and +1 any from base race
Size Medium
Speed 25 - 30 ft.

Choose a Base Race: Between; Human, Elf, Dwarf, Gnome, Halfling, Orc, Goblin, or Genasi. This base race determines standard appearance of the werebeast and provides some additional bonuses.   Vision: vision is based off of the base race of the werebeast while in humanoid form.   Beastial Skills: The werebeast is proficient in the Survival and Nature skills.   Animal Senses: The werebeast has advantage on Wisdom (Perception) checks that rely on hearing or smell.   Shapechanger: The werebeast can use its action to polymorph into a animal-humanoid hybrid or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its humanoid form if it dies.   Silver Allergy: The werebeast has an natural allergy to silver. It is vulnerable to attacks with silvered weapons receiving twice as much damage.   Slave to the Moon: Under the light of a full moon a werebeast is forced into hybrid form and cannot revert until dawn. The werebeast maintains complete control of their mental faculties, but have no control over their ability to shift. This isnt seen as a burden but rather a time of freedom, most werebeasts hunt or play in the moonlight. However, during a double blood moon the werebeast falls completely into it's animal persona living entirely off its instincts till dawn. This is dangerous for the werebeast as they retain no semblance of their humanoid life for several hours which can get them in trouble depending on where they initially shift as they can either kill, be killed, or spread they lycanthropy disease.   Hybrid Form Options: There are many types of werebeasts, below is a list of various hybrid form abilities. Work with your DM to determine the best options available for your character. Keep in mind not every werebeast can/should have every ability please be reasonable with your expectations. Bite: The werebeast can a bite attack as an unarmed melee attack. This attack can use either strength or dexterity as it's modifier. At level 1 the attack deals 1d4 piercing damage. This damage increases as the werebeast levels up; 1d6 at level 3, 1d8 at level 5, 1d10 at level 10, and 1d12 at level 15. A creature bitten by the bite of a werebeast must succeed a Con save DC13 or it contacts lycanthropy.   Claws: The werebeast has sharp claws and uses them for an unarmed melee attack. This attack can use either strength or dexterity as it's modifier. At level 1 the attack deals 1d4 slashing damage. This damage increases as the werebeast levels up; 1d6 at level 3, 1d8 at level 5, 1d10 at level 10, and 1d12 at level 15. On a critical hit this causes a bleed effect dealing an addiitonal damage for the next 5 turns and the creature must succeed a Con save DC13. The first damage is 1d12 applied at the beginning of it's next turn, each consecutive turn the damage goes down 1 die; 1d10 on the second turn, 1d8 on the third, 1d6 on the fourth, and 1d4 on the fifth. If the creature failed it's Con save it takes the maximum damage from each of these rolls.   Charge: The werebeast has quick and powerful legs that allow it to charge an enemy as a melee attack. The werebeast must move at least 10 ft in a forward direction before using the attack. The attack uses strength as its modifier. At level 1 the attack deals 1d4 bludgeoning damage. This damage increases as the werebeast levels up; 1d6 at level 3, 1d8 at level 5, 1d10 at level 10, and 1d12 at level 15. If the creature is one size larger than the werebeast or smaller, it is pushed 5 ft in any direction (werebeasts choice) and must succeed a Dexterity save DC13 or be stunned. If the werebeast charges a creature into a solid object (a wall, rock, or tree) it can instead choose to restrain the creature at the same DC.   Maul: The werebeast can powerfully gore a victim as a melee attack. The attack uses strength as it's modifier. At level 1 the attack deals 1d4 bludgeoning/slashing damage. This damage increases as the werebeast levels up; 1d6 at level 3, 1d8 at level 5, 1d10 at level 10, and 1d12 at level 15. If the creature is the same size as the werebeast or smaller it must succeed a dexterity save DC12 or be knocked prone. As long as the werebeast remains within 5 ft of the prone creature it is susceptible to opportunity attacks if it attempts to stand.   Natural Resistance: The werebeast is naturally resistant to non-magical and non-silvered attacks receiving half as much damage.   Bestial Vitality: The werebeast gains 5 temporary HP when it shifts into hybrid form. The amount of temporary HP received increases as the werebeast levels up; 10 HP at level 3, 15 HP at level 5, 20 HP at level 10, and 30 HP at level 15.   Beastly Stature: The werebeast grows one size larger in hybrid form granting it +2 to damage rolls when using strength based attacks. This damage bonus increases as the werebeast levels up; +3 at level 5, +5 at level 10, and +10 at level 20. This has partial effect in humanoid form as the werebeast counts as one size larger when determining it's carrying capacity and the weight it can push, drag, or lift.   Savage Speed: The werebeast's speed is doubles when in hybrid form.   Hybrid Flight: The werebeast gains a flying speed of 40 ft. Additionally, in humanoid form the werebeast can use it's reaction to slow its fall as if under the feather fall spell. It can only do this once per day.   Creature Climbing: The werebeast gains a climbing speed of 40 ft. and can climb on the ceiling without trouble. It can end its turn mid climb. Additionally, in humanoid form the werebeast gains advantage on all ability checks involving climbing and Dex saving throws dealing with falling.   Wild Poison: The werebeast produces its own poison which it is able to use as a melee attack. The attack can use either strength or dexterity as it's modifier. It deals 1d4 poison damage which increases by an additional 1d4 at levels 3, 5, 8, 10, 15, and 20. When hit a creature must succeed a constitution saving throw DC 13 or be poisoned for 1 minute. Additionally, the werebeast is resistant to poison damage and has advantage on saving throws against being poisoned in both humanoid and hybrid form.   Amphibious: The werebeast has a swimming speed of 40 ft and can breath underwater. The werebeast also has advantage on all saving throws made while submerged in water. Additionally, the werebeast has a swimming speed equal to their normal walking speed while in humanoid form.   Monstrous Roar: The werebeast can roar causing fear in its enemies. The werebeast can use a bonus action to use its Monstrous Roar. Any hostile creature within 30 ft of the werebeast when it roars must succeed a Wisdom saving throw DC13 or be frightened of the werebeast for 1 minute. The werebeast can use this roar a numberof times equal to 1/2 its level rounded down. At level 5 the werebeast can use this roar to try and bolster its allies, causing any ally within 30 ft gains inspiration that lasts for 1 minute, this replaces the negative fear effect for enemies.   Animal Awareness: The werebeast cannot be surprised and has advantage on Perception checks attempting to locate hidden creatures.

Languages.

Weren
Lycran
Base Race Language


Created by

MrCaptainMarvel.

Statblock Type

Race

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