Werepanda

Humanoid cursed to shapeshift into an intelligent panda.

Hit Dice 4+2* (20hp)
Armor Class 15 (10 in humanoid form)
Attacks +3: 2 @ 1d6 (claw) & 1 @ 1d10 (bite), or 1 @ 1d8 (sword or other weapon)
Movement 40’ / 30’ climb
Saving Throws D10 W11 P12 B13 S14 (4)
Morale 9
Alignment Neutral
XP 200
  • Possibly friendly when approached peaceably.
  • Heals 2 HP at the end of each round of combat that it doesn’t take 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).