Page 208 - D&D Bestiary
P. 208
When a werebear transforms, it grows to enormous Weretigers live in jungles on the fringes of humanoid
size, lashing out with weapons or claws. It fights with civilization, traveling to isolated settlements to trade or
the ferocity of a bear, though even in its bestial forms, revel. They live and hunt alone or in small family groups.
it avoids biting so as to not pass on its curse. Typically,
a were bear passes on its lycanthropy only to chosen WEREWOLF
companions or apprentices, spending the time that A werewolf is a savage predator. In its humanoid form,
follows helping the new lycanthrope accept the curse in a werewolf has heightened senses, a fiery temper, and
order to control it.
a tenqency to eat rare meat. Its wolf form is a fears9me
Solitary creatures, werebears act as wardens over predator, but its hybrid form is more terrifying by far-a
their territory, protecting flora and fauna alike from
furred and well-muscled humanoid body topped by a
humanoid or monstrous intrusion. Though most ravening wolf's head. A werewolf can wield weapons in
were bears are of good alignment, some are every bit as hybrid form, though it prefers to tear foes apart with its
evil as other lycanthropes.
powerful claws and bite.
Most werewolves flee civilized lands not long after
WEREBOAR
becoming afflicted. Those that reject the curse fear
Wereboars are ill-tempered and vulgar brutes. As what will happen if they remain among their friends and
humanoids, they are stocky and muscular, with short, family. Those that embrace the curse fear discovery and
stiff hair. In their humanoid and hybrid forms, they use the consequences of their murderous acts. In the wild,
heavy weapons, while in hybrid or animal form, they werewolves form packs that also include wolves and
gain a devastating goring attack through which their dire wolves.
curse is spread. A wereboar infects other creatures
indiscriminately, relishing the fact that the more its PLAYER CHARACTERS AS lYCANTHROPES
victims resist the curse, the more savage and bestial A character who becomes a lycanthrope retains his or
they become. her statistics except as specified by lycanthrope type. The
Wereboars live in small family groups in remote forest character gains the lycanthrope's speeds in nonhumanoid
areas, building ramshackle huts or dwelling in caves. form, damage immunities, traits, and actions that don't
They are suspicious of strangers but sometimes ally involve equipment. The character is proficient with the
themselves with orcs. lycanthrope's natural attacks, such as its bite or claws, which
deal damage as shown in the lycanthrope's statistics. The
WERERAT character can't speak while in animal form.
A humanoid hit by an attack that carries the curse
Wererats are cunning lycanthropes with sly, avaricious of lycanthropy must succeed on a Constitution saving
personalities. They are wiry and twitchy in humanoid throw (DC 8 +the lycanthrope's proficiency bonus+ the
form, with thin hair and darting eyes. In their humanoid lycanthrope's Constitution modifier) or be cursed. lfthe
and hybrid forms, wererats prefer light weapons and use character embraces the curse, his or her alignment becomes
ambush tactics rather than fighting as a pack. Although the one defined for the lycanthrope. The DM is free to decide
that a change in alignment places the character under DM
a wererat can deliver a nasty bite in its rat form, it favors
control until the curse of lycanthropy is removed.
that form for stealthy infiltration and escape rather
The following information applies to specific lycanthropes.
than combat.
Werebear. The character gains a Strength of19 if his or her
A wererat clan operates much like a thieves' guild,
score isn't already higher, and a+ 1 bonus to AC while in bear
with wererats transmitting their curse only to creatures or hybrid form (from natural armor). Attack and damage rolls
they want to induct into the clan. Wererats that are for the natural weapons are based on Strength.
accidentally cursed or break loose from the clan's Wereboar. The character gains a Strength of 17 if his or
control are quickly hunted down and killed. her score isn't already higher, and a+ 1 bonus to AC while
Wererat clans are found throughout urban civilization, in boar or hybrid form (from natural armor). Attack and
often dwelling in cellars and catacombs. These damage rolls for the tusks are based on Strength. For the
creatures are common in the sewers beneath major Charge- trait, the DC is 8 +the character's proficiency bonus+
cities, viewing those subterranean areas as their Strength modifier.
Wererat. The character gains a Dexterity of 1 5 if his or
hunting grounds. Rats and giant rats are commonly
her score isn't already higher. Attack and damage rolls for
found living among wererats. the bite are based on whichever is higher of the character's
Strength and Dexterity.
WERETIGER Weretiger. The character gains a Strength of 17 if his or
Weretigers are ferocious hunters and warriors with her score isn't already higher. Attack and damage rolls for
the natural weapons are based on Strength. For the Pounce
a haughty and fastidious nature. Lithe and sleekly trait, the DC is 8 + the character's proficiency bonus +
muscular in humanoid form, they are taller than Strength modifier.
average and meticulously groomed. Weretigers grow to Werewolf. The character gains a Strength of 1 5 if his or her
enormous size in animal and hybrid form, but they fight score isn't already higher, and a+ 1 bonus to AC while in wolf
in their more refined humanoid form when they can. or hybrid form (from natural armor). Attack and damage rolls
They don't like to pass on their curse, because every for the natural weapons are based on Strength.
new were tiger means competition for territory and prey.

