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Lycanthropy

Lycanthropy

Lycanthropes are defined by their ability to transform. While every lycanthrope receives specific traits depending on the animal their curse is related to, their transformations share some traits.


Involuntary Change

You undergo a draining and painful involuntary change every full moon that leaves you hungry, unable to speak, and often confused and frightened. During the 1 minute transformation your statistics are replaced by those of a lycanthrope ( werebear , wereboar , wererat , weretiger , werewolf ), the Narrator takes control over your actions, and your thoughts are filled with predatory instincts.

When an involuntary change happens, you can either embrace the beast within or try to tame it.

Embrace: You lose all control over your actions until sunrise, but you retain your full memories the following day.

Tame: You make a DC 15 Wisdom saving throw . On a success, you regain control over your actions for 1 hour. At the end of every hour, you repeat the saving throw. On a failure, you lose all control over your actions until sunrise and have no memories of what you did during the night.


Hybrid Form

As an action, you can transform into animal form or into a half-humanoid, half-animal hybrid form. This transformation is no less painful than an involuntary change, but you retain full control over your actions. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can transform into hybrid form and back once per long rest with no ill effects, and you suffer a level of fatigue for every subsequent transformation.

Statistics

While transformed into animal or hybrid form, your statistics change in the following ways.

  • Your Armor Class is 13 + your Dexterity modifier + your proficiency bonus.
  • You cannot speak or cast spells.
  • Any features or traits from your class, destiny, or culture are unaffected if your current form is physically capable of using them. However, you can’t utilize any traits gained from your heritage while transformed.
  • Your equipment does not transform with you. Any clothes or armor are destroyed if you transform while wearing them.

Wolfsbane Weakness

While in hybrid or beast form you are poisoned while within 10 feet of a living or dried wolfsbane flower that you can smell. For more information on lycanthropes and lycanthropy, see the Monstrous Menagerie .

The Saurian Three

The Saurian Three

Heroes of all kinds are called upon by nature whether they wield blade, claw, spell, or tooth. Some of those who answer the need utilize all of these, however, and few are as remarkably effective at protecting sacred places from trespassers, stopping fell prophecies from coming to pass, and taking revenge for lands despoiled as the brutal, ferocious, and vicious Saurian Three. These creatures have been blessed by nature with unmatched cunning and know how to utilize the tools of their most common foe—adventurers—to defend it.

The Saurian Three can be utilized as enemies, allies, recurring NPCs, or potentially even player characters, depending on the needs of your game. As always, be sure to consult your Narrator before coming to the table with a magically intelligent dinosaur for a PC.

Abtazri the Brutal. Born with an incredibly keen mind, the allosaurus Abtazri realized the responsibility of her impressive intellect after defeating her third fearsome predator and began seeking out sacred places in need of protection.

Kadderia the Ferocious. Kadderia’s fierce intelligence was gained unintentionally when their territory happened to surround a place where an important bit of nature magic gestated. Near its zenith, adventurers attacked, and, when it seemed that the sorcerous pteranodon was doomed, Abtazri burst out of the brush to dispatch them.

Xeraz the Vicious. Less fortunate was Xeraz, whose raptor pack was murdered by ambitious adventurers searching for a mystic artifact. The power unlocked by the relic enchanted the dinosaur instead, and he followed the murderers to their camp, first silently dispatching their scout before killing the remainder in their sleep. Abtazri and Kadderia arrived in the morning too late to prevent the massacre, finding instead their final and sneakiest companion.

Gate Pass Gazette Issue #9

Gate Pass Gazette Issue #9

Gate Pass Gazette Issue #7

Gate Pass Gazette Issue #7

Pagination