Wolverton - The Lycanthrope Village Adventure Info



There is a village deep in the wilderness that is devoted to spreading the lycanthropy curse.
They increase the population by producing more true lycanthropes who are taught to worship a god that is the patron of lycanthropes.

  1. Anin: Female Halfling Alchemist, NG. Str 14, Dex 8, Con 11, Int 11, Wis 10, Cha 10. Anin is courtly in bearing, with cropped copper hair and large green eyes. She wears fine clothing and silk gloves. Anin is cheerful and talkative.
  2. Alavit: Male Human Scholar, LN. Str 13, Dex 8, Con 9, Int 11, Wis 7, Cha 5. Alavit is pleasant in appearance, with straight brown hair and bright blue eyes. He wears expensive clothing and silk gloves. Alavit lost his hearing to an injury, but reads lips and knows the common sign language.
  3. Gani: Female Dragonborn Peasant, CE. Str 12, Dex 13, Con 12, Int 13, Wis 9, Cha 13. Gani has bronze scales and sharp hazel eyes. She wears sturdy clothing and several pouches hang from her belt. Gani has a horned owl named Kala.
  4. Bharsi: Female Dwarf Scofflaw, NG. Str 10, Dex 9, Con 10, Int 12, Wis 14, Cha 14. Bharsi has messy brown hair and sharp green eyes. She wears plain clothing and a green cloak.
  5. Mambu: Female Human Aristocrat, CG. Str 7, Dex 7, Con 10, Int 11, Wis 10, Cha 8. Mambu is rugged in appearance, with silver hair and gray eyes. She wears fine raiment and jewelry.
  6. Kana: Female Dwarf Priest, NG. Str 14, Dex 10, Con 10, Int 11, Wis 9, Cha 14. Kana is tall, with tangled black hair and green eyes. She wears fine clothing and an amulet of luminous crystal. Kana has an animal companion, a hawk named Rana.
  7. Amatin: Male Dwarf Scholar, CN. Str 7, Dex 11, Con 6, Int 5, Wis 7, Cha 6. Amatin has a narrow face, with thin red hair and green eyes. He wears modest garments and a silver holy symbol.
  8. Anasan: Male Tiefling Peasant, LN. Str 8, Dex 12, Con 9, Int 14, Wis 13, Cha 11. Anasan has dark red hair and red eyes, and an unusual scar on his neck. He wears modest garments and several pouches hang from his belt. Anasan is morose and deceitful.
  9. Ikahak: Male Halfling Servant, N. Str 14, Dex 8, Con 10, Int 10, Wis 15, Cha 8. Ikahak has an angular face, with braided black hair and dark brown eyes. He wears sturdy clothing and several small tools hang from his belt. Ikahak has an animal companion, a gray rat named Avikran.
  10. Keyuri: Female Elf Merchant, CG. Str 7, Dex 9, Con 12, Int 14, Wis 13, Cha 11. Keyuri has thin copper hair and large green eyes. She wears sturdy clothing and several pouches hang from her belt. Keyuri is hunting the vampire who murdered her family.
  11. Arur: Female Dragonborn Aristocrat, LN. Str 12, Dex 10, Con 10, Int 9, Wis 10, Cha 12. Arur has green scales and hazel eyes, and a pair of tiny wings. She wears fine raiment and an ermine fur cape.
  12. Hira: Male Tiefling Aristocrat, N. Str 13, Dex 10, Con 9, Int 10, Wis 10, Cha 10. Hira has crimson skin, with dark blue hair and red eyes. He wears fine raiment and jewelry. Hira is amoral and determined.
  13. Candrasa: Male Dragonborn Mercenary, NE. Str 9, Dex 15, Con 9, Int 12, Wis 8, Cha 10. Candrasa is short and slender, with bronze scales and green eyes. He wears studded leather and wields a shortsword and shield. Candrasa has an animal companion, a ginger cat named Alamin.
  14. Arnaras: Male Human Mercenary, NG. Str 7, Dex 12, Con 10, Int 13, Wis 10, Cha 11. Arnaras has black hair and dark green eyes. He wears studded leather and wields a scimitar and hand crossbow. Arnaras has an animal companion, a red firedrake named Evaman.
  15. Jyuta: Male Human Artist, LN. Str 11, Dex 11, Con 10, Int 11, Wis 8, Cha 9. Jyuta is tall and stout, with copper hair and soft green eyes. He wears modest garments and a gold amulet.
  16. Temple to Malar. Led by
Lo-Kang "Fearless" Anakalathai — Level 9 Goliath Cleric (Death domain) Weretiger
Ability scores:   STR: 18 (+4)   DEX: 9 (-1)   CON: 16 (+3)   INT: 7 (-2)   WIS: 18 (+4)   CHA: 10 (+0)
Saving throws:   STR: +3   DEX: -1   CON: +3   INT: -2   WIS: +8   CHA: +4
Initiative: -1   Speed: 30   Passive perception: 14   Size: Medium   Proficiency bonus: +4   Gender: Male

Hit points: 75
  Hit dice: 9d8

Armor: +2 Studded Leather and Shield
AC: 16

Melee weapons:
Quarterstaff (+7 to hit) 1d6(1d8)+3 bludgeoning damage
Ranged weapons:
Light crossbow (+3 to hit) 1d8-1 piercing damage   Range: 80/320   20 bolts
+2 Crossbow bolts (5) (+5 to hit) 1d8+1 piercing damage
Proficient skills: Athletics +7, Deception +4, Insight +8, Persuasion +4, Stealth +3
Non-proficient skills: Acrobatics -1, Animal Handling +4, Arcana -2, History -2, Intimidation +0, Investigation -2, Medicine +4, Nature -2, Perception +4, Perform +0, Religion -2, Sleight of Hand -1, Survival +4
Languages: Common, Giant    
Other proficiencies: Thieves' tools, Three-Dragon Ante
Racial Traits: Natural Athlete (Athletics skill), Stone's Endurance, Powerful Build, Mountain Born
Abilities: Spellcasting, Divine Domain, Bonus proficiency, Reaper, Channel Divinity: Turn Undead, Channel Divinity: Touch of Death +23 necrotic damage, Inescapable Destruction, Divine Strike +1d8 necrotic damage, Destroy Undead (CR 1), Ability Score Improvement (4th and 8th levels +1 Constitution, +3 Wisdom)
Equipment: Crowbar, Dark common clothes, Holy symbol, Flask of Holy Water, Healer's kit, Flask of Alchemist's Fire, Vial of Acid, Magnifying Glass   Wealth: 98 gp, 22 pp, Jeweled Platinum Chalice worth 900 gold, Gold and Ruby Pendant worth 600 gold
Magic Items: 3 Potions of Healing, +2 Crossbow bolts (5), Wand of Magic Detection (3 charges), +2 Studded Leather
Current spells: Cure Wounds, Healing Word, Shield of Faith, Blindness/Deafness, Lesser Restoration, Silence, Magic Circle, Mass Healing Word, Protection from Energy, Locate Creature, Stone Shape, Contagion, Greater Restoration     Cantrips: Chill Touch, Light, Sacred Flame, Spare the Dying, Thaumaturgy
Spell slots: 4 first level, 3 second level, 3 third level, 3 fourth level, 1 fifth level     Spell save DC: 16     Spell Attack Modifier: +8     Can prepare 13 spells.

Background: Criminal (Blackmailer)
Personality: Dangerous - I blow up at the slightest insult. or disrespect.
Ideal: Redemption. There’s a spark of evil in everyone. It takes just the right leverage to bring it out.
Bond: Something important was taken from me, and I aim to steal it back.
Flaw: I have a “tell” that reveals when I'm lying. He shifts to his right leg.




Selûne was generally full around the first day of each month, give or take a day; festival days served to keep the moon's phases consistent across calendar months and years.

Abbey of the Just Hammer



This abbey dedicated to Tyr bears the responsibility for the taming of the Dun Hills. Situated near the River Ashaba, the abbey emphasizes the 'justice' aspect of portfolio, dispensing free legal education to all who care to journey there for instruction. Given the problems with drow just to the north in Battledale, the abbey is short-staffed. Its former defenders prefer traveling north and fighting in the cause of justice to patrolling the already pacified Dun Hills. Many former defenders have failed to survive their forays into the forest, causing the abbey to soften its hard-line disapproval of adventurers.

Baern Frostbeard — Level 7 Hill Dwarf Cleric (War domain) Head of the Abbey of the Just Hammer
  1. Umbeald: Male Human Cleric, NE. Str 11, Dex 15, Con 9, Int 7, Wis 17, Cha 13. Umbeald has matted blonde hair and dark brown eyes. He wears chain armor and wields a warhammer. Umbeald has an animal companion, a hawk named Wyna.
  2. Hinduco: Male Tiefling Paladin, Good. Str 13, Dex 11, Con 6, Int 10, Wis 12, Cha 13. Hinduco has golden skin and hair and gold eyes, and rows of gold shark-like teeth. He wears half plate and wields a maul. Hinduco seeks to make amends for a previous life of crime.
  3. Aznaz: Male Dwarf Paladin, Good. Str 12, Dex 9, Con 12, Int 14, Wis 13, Cha 12. Aznaz has tangled blonde hair and blue eyes. He wears a chain shirt and wields a maul and shield. Aznaz is imaginative and righteous.
  4. Eshkit: male Dragonborn Cleric, N. Str 9, Dex 5, Con 8, Int 5, Wis 15, Cha 10. Eshkit has bronze scales and bright green eyes. She wears leather armor and wields a club and darts. Eshkit seeks to save her family from financial ruin.
  5. Abluril: Male Elf Paladin, Good. Str 11, Dex 11, Con 11, Int 9, Wis 13, Cha 15. Abluril is courtly in bearing, with short auburn hair and gray eyes. He wears 1/2 plate mail and wields a 2 hand Sword.
  6. Endel: male Halfling Cleric, CN. Str 14, Dex 13, Con 10, Int 8, Wis 14, Cha 12. Endel has messy auburn hair and soft blue eyes, and walks with a limp. She wears leather armor and wields a handaxe. Endel is impossibly lucky.

Lycanthropes

One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast. In its natural humanoid form, a creature cursed by lycanthropy appears as its normal self. Over time, however, many lycanthropes acquire , features suggestive of their animal form. In that animal form, a lycanthrope resembles a powerful version of a normal animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark.

Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.

A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.

Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

WEREBEAR


Werebear

Medium humanoid (human, shapechanger), Neutral Good
|STR 19 (+4)|DEX 10 (+0)|CON 17 (+3)|INT 11 (+0)|WIS12 (+1)|CHA12 (+1)

Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A were bear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.

When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a were bear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.

Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most were bears are of good alignment, some are every bit as evil as other lycanthropes.

WEREBOAR


Wereboar

Medium humanoid (human, shapechanger), Neutral Evil
STR 17 (+3) -DEX 10 (+0) -CON 15 (+2) -INT 10 (+0) -WIS 11 (+0) -CHA 8 (-1)

Wereboars are ill-tempered and vulgar brutes. As humanoids, they are stocky and muscular, with short, stiff hair. In their humanoid and hybrid forms, they use heavy weapons, while in hybrid or animal form, they gain a devastating goring attack through which their curse is spread. A wereboar infects other creatures indiscriminately, relishing the fact that the more its victims resist the curse, the more savage and bestial they become.

Wereboars live in small family groups in remote forest areas, building ramshackle huts or dwelling in caves. They are suspicious of strangers but sometimes ally themselves with orcs.

WERERAT


Wererat

Medium humanoid (human, shapechanger), Lawful Evil
STR - 10 (+0) -DEX -15 (+2) -CON -12 (+1) -INT -11 (+0 ) -WIS -10 (+0) -CHA -8 (-1)


Wererats are cunning lycanthropes with sly, avaricious personalities. They are wiry and twitchy in humanoid form, with thin hair and darting eyes. In their humanoid and hybrid forms, wererats prefer light weapons and use ambush tactics rather than fighting as a pack. Although a wererat can deliver a nasty bite in its rat form, it favors that form for stealthy infiltration and escape rather than combat.

A wererat clan operates much like a thieves' guild, with wererats transmitting their curse only to creatures they want to induct into the clan. Wererats that are accidentally cursed or break loose from the clan's control are quickly hunted down and killed.

Wererat clans are found throughout urban civilization, often dwelling in cellars and catacombs. These creatures are common in the sewers beneath major cities, viewing those subterranean areas as their hunting grounds. Rats and giant rats are commonly found living among wererats.

WERETIGER

Weretiger

Medium humanoid (human, shapechanger), Neutral
STR -17 (+3) -DEX -15 (+2) -cON -16 (+3) -INT -10 (+0) -WIS -13 (+1) -CHA -11 (+0)

Weretigers are ferocious hunters and warriors with a haughty and fastidious nature. Lithe and sleekly muscular in humanoid form, they are taller than average and meticulously groomed. Weretigers grow to enormous size in animal and hybrid form, but they fight in their more refined humanoid form when they can.

They don't like to pass on their curse, because every new were tiger means competition for territory and prey.

Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family groups.

WEREWOLF


Werewolf

Medium humanoid (human, shapechanger), Chaotic Evil

STR 15 (+2)
DEX 13 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 11 (+0)
CHA 10 (+0)

A werewolf is a savage predator. In its humanoid form, a werewolf has heightened senses, a fiery temper, and a tenqency to eat rare meat. Its wolf form is a fears9me predator, but its hybrid form is more terrifying by far-a furred and well-muscled humanoid body topped by a ravening wolf's head. A werewolf can wield weapons in hybrid form, though it prefers to tear foes apart with its powerful claws and bite.

Most werewolves flee civilized lands not long after becoming afflicted. Those that reject the curse fear what will happen if they remain among their friends and family. Those that embrace the curse fear discovery and the consequences of their murderous acts. In the wild, werewolves form packs that also include wolves and dire wolves.

PCs AS lYCANTHROPES

A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in nonhumanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.

A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 +the lycanthrope's proficiency bonus+ the lycanthrope's Constitution modifier) or be cursed. lfthe character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.

The following information applies to specific lycanthropes.

Werebear. The character gains a Strength of19 if his or her score isn't already higher, and a+ 1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a+ 1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge- trait, the DC is 8 +the character's proficiency bonus+ Strength modifier.

Wererat. The character gains a Dexterity of 1 5 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.

Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.

Werewolf. The character gains a Strength of 1 5 if his or her score isn't already higher, and a+ 1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

MALAR
Malar, god of the hunt CE Nature Clawed paw
The Beastlord, the Black-Blooded One
Malar epitomizes the dark side of nature, the world that is red in tooth and claw. His faithful believe the hunt is the center point between life and death- the facing off of hunter and prey, forcing the issue of who lives and who dies. People believe that Malar can't be propitiated and knows no mercy, so he receives prayers only from those engaging in a hunt. Such supplicants pray to Malar for two reasons: to beg the aid of his peerless skill as a hunter, or to adopt his fearsome mantle and thus ward off other predators. Malar is the god of those who delight in the hunt, don't shy from bloodshed, and savor the fear of their prey.
Many lycanthropes consider Malar to be their divine father, as do some other intelligent predators. He has many devotees who are druids and rangers of particularly savage inclination, and many barbarians take Malar as a patron for his ferocity and cruelty. His priests use claw bracers, impressive gauntlets bedecked with stylized claws that jut out from the ends of the fists, as ceremonial weapons.

Malar isn't just the Beastlord, but the hunger and the hunting instinct of a predatory beast.

Malar (pronounced: /ˈmɑːlær/ MAHL-arr[10][7] or: /ˈmeɪlær/ MAY-larr[11] about this audio file listen), The Beastlord, was the lesser deity of the hunt, evil lycanthropes, bestial savagery and bloodlust. His dogma concerned savage hunts, the spreading of the curse of lycanthropy, and general contempt for civilization. After the events of the Spellplague, he was an exarch of Silvanus.[12]

Title(s)
The Beastlord - The Black-Blooded One - The Stalker (Vilhon Reach) - Render (Endless Ice, Great Glacier) - Blue Bear (Uthgardt) - Herne (orcs of the High Forest)[2]
Power Level - Deity
Alignment - Chaotic evil
Symbol - Clawed paw
Portfolio - Hunt
Domains - Nature
Worshipers - Hunters, lycanthropes, barbarians, druids, rangers
Channel divinity - Charm animals and plants


History
At some point in the 1350s DR, Pasha Abon Duum of Manshaka had fortuitously been granted guardianship of the kittenlord, heir to the power of the cat lord, a minor power of felines. However, Duum desired to corrupt and dominate the child, and therefore made a deal with the mightier power Malar to keep the vengeful old Catlord off his back. Duum wished to use the cat lord's power of planar travel to journey into the Outer Planes and, using the Claw of Malar, even challenge Tyr, god of justice, and gain awesome power. In exchange, when he was done with the boy, Duum would give him to the Beastlord. Learning of Duum's wicked intentions for the boy, the Catlord came and rescued him, but Malar pounced upon the Catlord as he fled. The Catlord handed over the boy to the rogue Conner (who'd been guided onto the scene by the goddess Selûne[13]) and, to buy time for him to carry the child away and hide him, fought Malar. The Catlord and Malar battled for three days and three nights, before the Catlord escaped, and it was a year before his wounds even healed. The scars would not.[14][note 1] However, in the Year of the Prince, 1357 DR, Duum was tricked and thwarted and Tyr seized the Claw of Malar instead.[15]

Malar was one of the Deities of Fury, led by Talos. He held a long-standing alliance with Lolth against the Seldarine, and other dark deities like Bane and Loviatar. He fought against deities of peace, civilization, and nature, but held particular hate for Nobanion for defeating him in a battle during the Time of Troubles.
After the events of the Spellplague, Malar became subject to Silvanus' rule as a resident of the Deep Wilds. Despite this, Silvanus did not rein in Malar.[16]

Malarites believed that it was an honor to Malar to make one's killing bloody and long. His followers sometimes formed in bands, called "Hunts". While forbidden to slay the young or the pregnant, Hunts typically followed his dogma and evoked wanton slaughter in Malar's name. Malarites were generally frowned upon by civilization, as they tended to wreak havoc in their wake. One exception where the worship of Malar was allowed was in Cormyr.[citation needed]

One of the most respected servants of Malar was Garmos Saernclaws, who was responsible for the gospel of Saernclaws by which all priests of Malar were bound, ensuring that hunts remained clean and poison-free.
The People of the Black Blood were tribes of Lycanthropes that venerated Malar. In the Year of Wild Magic, 1372 DR, it was estimated that the total population was at least 3,000 individuals scattered across the forests of Faerûn in groups of fifty to one hundred.
The High Hunt ritual was a vicious hunt in which a captured humanoid was released, and for the next day and night attempted to escape the prowling worshipers of the Beastlord. If they managed to survive, they won their freedom as well as, perhaps, other things.

The Feast of the Stags day made Malar's worship more tolerable in certain areas. For this event, all people were invited to partake of the bounty of the hunt, regardless of faith. At this time, priests of Malar chose some widows, orphans, elderly, or infirm citizens and promised to provide meat for their tables for the winter.[7][19] During the harsh winters in the northern parts of Faerûn, Hunts chose a village in the wilderness, providing food for the people, with one or two Malarites pledging themselves to keeping the village fed through the snows.[citation needed]

PLAYER CHARACTERS AS LYCANTHROPES
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in nonhumanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.
A humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 +the lycanthrope's proficiency bonus+ the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a+ 1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a+ 1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge- trait, the DC is 8 +the character's proficiency bonu s+Strength modifier.
Wererat. The character gains a Dexterity of 1 5 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus +Strength modifier.
Werewolf. The character gains a Strength of 1 5 if his or her score isn't already higher, and a+ 1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.

On the beneficial side, lycanthropes can instantly heal damage inflicted by a weapon that is not enchanted or made of silver. The act of changing shape can also accelerate the healing of many nonfatal wounds. However, lycanthropes in any form have a strong sensitivity (some might say allergy) to silver, which burns them. Infected lycanthropes are often ferocious beasts during the full moon, unable to control their murderous urges. For this reason, true lycanthropes tend to hide their true nature from non-lycanthropes, for fear that they will be hunted down as monsters.

A lycanthrope that is killed in their beast or hybrid form reverts to a human shape upon death.

True Lycanthropes
True lycanthropes, the offspring of two lycanthrope parents of the same type, are born with lycanthropy, and are able to change their shape at will. Unlike infected lycanthropes (see below), they are not compelled to change shape during the full moon.
Infected Lycanthropes
Lycanthropes can transmit their shapeshifting ability to non-lycanthropes via a bite or scratch. This counts as a magical disease, and causes uncontrolled shapeshifting during the full moon (but see werebat, below).