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