Werecrow

Humanoid cursed to shapeshift into a semi-intelligent crow.

Hit Dice 6* (31hp)
Armor Class 13 (10 in humanoid form)
Attacks +5: 2 @ 1d8 (talon) & 1 @ 1d8 (beak), or 1 @ 1d8 (sword or other weapon)
Movement 40โ€™ / 60โ€™ flying (hyrbid or crow forms only)
Saving Throws D10 W11 P12 B13 S14 (6)
Morale 9
Alignment Chaotic
XP 500
  • Groups of 5 or more are led by a leader with 1d2 + 4 additional HD, and who inflicts +2 damage.

Werebeast

  • Immune to damage from mundane, non-silver weapons.
  • When hit with wolfsbane, must Save vs Poison or flee, as with the Scare spell.
  • While not in contact with silver or wolfsbane, heals 1 hp at the end of each combat round in which they take no damage.
  • Capable of shifting between (natural) humanoid form, animal form, and a hybrid form.
    • Takes one combat round to shift form, can attack as new form at end of round.
    • Must change into and remain in hybrid or animal form during a full moon.
  • Cannot wear armor, as it limits their ability to shapeshift.
  • Cannot use beak, bite, claw, or talon attacks when in humanoid form.
  • Humanoid form usually retains some characteristics from animal form.
  • While in animal form, can only speak with animals of that type (unless otherwise noted).
  • Cannot use weapons while in animal form.
  • May summon 1d2 animals associated with their animal form from the surrounding area.
    • Animals arrive in 1d4 rounds.
  • When killed in animal or hybrid form, reverts to humanoid form.
  • Can smell other werebeasts.
  • Some animals can smell werebeasts, and are afraid of them.

Infection

When a humanoid loses more than 1/2 of their max hit points from the natural attacks of a werebeast (ex: bite or claw), they must Save vs Poison or become infected with therianthropy.

  • The disease takes 2d12 days to fully infect, with signs of infection appearing halfway through.
  • Humanoids become the same type of werebeasts (and are typically run by the referee, at least while transformed).