Lycanthrope Overview

Shapechangers who carry a beast inside them, spreading their curse through wounds, shrugging off ordinary steel, and fearing only silver, magic and the full moon.

Setting: Core Rules · Sources: MC1 Volume I (w/binder #1); Monstrous Manual

Overview

A lycanthrope is a humanoid that can take an animal's shape. The word really means 'wolf-man' ('therianthrope' would be more precise), but werewolves are common enough that the name stuck. Antherions such as the wolfwere and jackalwere are the reverse, animals that become human; they breed true rather than infecting, fear cold iron instead of silver, and attack lycanthropes on sight, a hatred that is fully returned. Even one beast can have subspecies: werewolves come in three hybrid styles, from a snoutless furred biped to a near-wolf with human hands to a wolf as big as a bear.

True lycanthropes are born that way, breed more of their kind, and alone can spread the disease. Infected lycanthropes caught it from a true one. Induced lycanthropes, such as swanmays or a wearer of a cloak of the manta ray, change through an item that can pass to new owners; some such items are cursed and need remove curse to take off. Cursed lycanthropes are victims of the curse of lycanthropy spell. The true and induced kinds rarely mind their nature, while the infected and cursed tend to seek a cure, or revenge on whoever did this to them.

Appearance

Most have three forms, some two: a natural humanoid form that grows more beastlike over the years, a hybrid sized between person and animal, and a perfect animal form betrayed only by eyes that may glow at night. A dead lycanthrope returns to its humanoid shape within one round.

Contracting Lycanthropy

A humanoid wounded but not killed by a true lycanthrope has a 1% chance per point of damage taken (24 points from a true werewolf means a 24% chance). Some species infect only by bite, some by any natural attack, some even with weapons. A fresh sprig of belladonna (picked within a week) eaten within one hour gives a 25% cure chance and incapacitates the eater 1d4 days, or 2d4 if too much is eaten. Otherwise only remove curse, cast on the full moon night or the night before or after, works, and then only if the victim saves vs. polymorph. Cure disease and other healing are useless, and true lycanthropes can never be cured.

Combat

Weapons in human form, natural attacks otherwise. In non-human form, only silver or magical weapons harm a lycanthrope; other wounds heal instantly. Spells, acid, fire and similar effects work normally. Some shun silver so strongly that its touch burns them.

Habitat and Society

True lycanthropes change at will, unaffected by moon or darkness. The infected change involuntarily after dark on the full moon and the nights flanking it, and an infected PC passes to DM control. The victim gains Strength 19 and the AC, attacks, movement and immunities of its infector, then hunts whoever it feels strongest about, friend or enemy. On reverting it heals 1d6 x 10% of damage taken as a beast and recalls the night only in hazy flashes.

Each type has its own language plus a humanoid one, and some speak with their animals. True lycanthropes avoid humans except to raid or on business, roaming alone or in packs that may include matching animals, which some can summon. Predators prey, scavengers scavenge.

Designing New Lycanthropes

Base a new type on a predator between small dog and large bear, usually a carnivorous mammal of Intelligence 1, rarely a reptile, bird or fish; no were-amphibian has ever been reliably reported. Item or spell lycanthropy can use nearly anything. Show the curse subtly in human form (hair, face, voice), make the animal form slightly oversized with eyes that glint with wit and glow red at night, and give any hybrid the animal's covering and features. Give it at least 1-2 more Hit Dice than the base animal, the same attacks and similar damage, AC 1-2 better, the same movement, diet and habitat, morale a step higher, and leadership over its animals. Derive alignment from temperament: vicious fighter evil, shy good or neutral, independent chaotic, methodical lawful. Silver is the usual weakness; rare variants fear gold, copper, bronze, obsidian or wood. Pick extra powers to suit the animal, never at random.

Curse of Lycanthropy

The caster needs a touch attack and the target saves vs. spell or is afflicted; a normal animal's blood as a component sets the were-form. On the three full moon nights the victim gets no rest or natural healing, forgets its deeds, and acts as an infected lycanthrope in every respect but cannot infect others. After each episode it may save vs. spell at -3 to shake the curse. Remove curse allows a save vs. polymorph to end it, and a wish breaks it; nothing else works.

More: Monsters starting with L · Core Rules monsters · All monsters A-Z
Related: Giant Werebat [Lycanthrope] · Giant Werebear [Lycanthrope] · Kesrin [Unique Weretiger] · Loup de Noir [Lycanthrope] · Loup-garou [Lycanthrope] · Lythari [Lycanthrope] · Rat King [Lycanthrope] · Seawolf [Lycanthrope] · Werealligator [Lycanthrope] · Werebaboon [Lycanthrope] · Werebadger [Lycanthrope] · Werebat [Lycanthrope]

6th-level Wizard Spell
Sphere: Necromancy, Alteration
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 6
Area of Effect: Creature touched
Saving Throw: Negates