Humanoids

Humanoids don’t generally have default attitudes, as the stat blocks are too generic for that. In general, humanoids can be reasoned with and aren’t fearless. Individualistic vs group mentality depends entirely on the individual. Humanoids are never single-minded or domestic.

The stat blocks presented here are starting points for further customization more so than most. Changing weapons, armor, and spells are normal, as are giving them an appropriate lineage trait. Changing weapons rarely changes their offensive rating as long as their ability scores are appropriate for the new weapon.

Acolyte

Medium humanoid (any lineage)

Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +0 +0 +0 +2 +0

Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4:1/8

Spellcasting. The acolyte’s spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The acolyte has following spells prepared:
Concentration: bless (x1), sanctuary (x1)
Healing: cure wounds (x2)

actions

Club. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
Judgement Strike. Ranged Spell Attack: +3 to hit, range 60 ft., one target. Hit: 1d8 radiant or necrotic damage. This counts as a cantrip.

equipment

Common. Holy symbol, club.
Rare. A spell scroll or spell stone of a priest spell with cost 2 AET or less.

Acolyte, Senior

Medium humanoid (any lineage)

Armor Class 13 (leather armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +1 +0 +2 +2

Skills Deception +4, Persuasion +4, Religion +2
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 1:1/2

Spellcasting. The acolyte’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has the following spells prepared:
Concentration arcane binding (x2), shield of faith (x1)
Other inflict wounds (x1), command (x2)

actions

Multiattack. The acolyte makes two dagger attacks or casts Judgement Strike twice.
Dagger. Melee or Ranged Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Judgement Strike. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 1d8 + 2 radiant or necrotic damage. This counts as a cantrip.

equipment

Common. A holy symbol, a spell stone or scroll of a 1-4 AET priest spell.
Uncommon. A healing potion.

variants

Fanatic. The fanatic has advantage on saving throws against being charmed or frightened. This does not affect their ratings.

Archmage

Medium humanoid (any lineage)

Armor Class 15 (mage armor)
Hit Points 156 (24d8 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +2 +5 +2 +3

Saving Throws Int +9, Wis +6
Skills Arcana +13, History +13
Damage Resistances damage from spells; bludgeoning, piercing, and slashing
Senses passive Perception 12
Languages any six languages
Challenge 13:10

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.
Spellcasting. The archmage’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast the following spells in combat:
Concentration faerie fire (at will), black tentacles (x2), wall of force (x2)
Damage disintegrate (Legendary, x2, 10d6+60), fireball (x3, 6d6)
Defensive misty step (at will), stoneskin (x3), time stop (Legendary, x1)

actions

Multicast (recharge 5-6). The archmage can use one of its spell attacks as a bonus action if it casts a spell using its Spellcasting feature.
Dagger. Melee or Ranged Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Fire blast. Ranged Spell Attack: +9 to hit, range 120ft., one target. Hit: 4d10 + 5 fire damage. This ability counts as a cantrip.
Lightning Fist. Melee Spell Attack: +9 to hit, reach 5ft., one target. Hit: 4d8 + 5 lightning damage, and the target cannot take reactions until the start of their next turn. This ability counts as a cantrip.

equipment

Common. An arcane focus. A component pouch including 300 gp in diamond dust. 1d4 spell stones (cost 1-12 AET).
Rare. A heroic-tier or two adventurer-tier magic items, usually being wielded.

Assassin

Medium humanoid (any lineage)

Armor Class 15 (reinforced leather)
Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +3 +2 +1 +0 +0

Saving Throws DEX +6, WIS +4
Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
Damage Resistances poison
Senses passive Perception 13
Languages Thieves’ cant plus any two languages
Challenge 8:5

Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
The assassin has advantage on initiative checks.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

actions

Multiattack. The assassin makes two shortsword attacks.
Shortsword. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Attack: +6 to hit, range 80/320 ft., one target. Hit: 1d10 + 3 piercing damage, and the target must make a DC 14 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.

equipment

Common. One vial of poison (4d6 poison damage, DC 14), a poisoner’s kit, a pouch of 200-300 gp, a smoke bomb (object interaction to create a 5-ft radius cloud of heavy obscurement for one round), 20 crossbow bolts
Rare. A more exotic poison, written orders from his employer (which may be falsified), an adventurer-tier or journeyman-tier magic item, usually stealth related.

Bandit

Medium humanoid (any lineage)

Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +1 +1 +0 +0 +0

Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/4:1/8

actions

Scimitar. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage.
Short bow. Ranged Attack: +3 to hit, range 80 ft./320, one target. Hit: 1d6 + 1 piercing damage.

equipment

Common. Gambling set, small pouch of coin (10-30 silver) or minor art objects (up to 5 gp).

variants

Cultist. Cultists have advantage against being frightened or charmed. This does not affect their ratings.

Bandit Captain

Medium humanoid (any lineage)

Armor Class 14 (reinforced leather)
Hit Points 71 (11d8 + 22)
Speed 30 ft.

STR DEX CON INT WIS CHA
+2 +3 +2 +2 +0 +2

Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any two languages
Challenge 2:3

actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.
Scimitar. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.
Dagger. Melee or Ranged Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.
Parry. As a reaction, the captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

equipment

Common. A large pouch of gold (10-30 gp), a journeyman-tier magic item (usually utility), small art objects or jewelry worth 5-10 gp.
Rare. Documents fingering a fence or traitor in the nearest town. A key to a base or map to a treasure dump.

Berserker

Medium humanoid (any lineage)

Armor Class 13 (leather armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.

STR DEX CON INT WIS CHA
+3 +2 +3 −1 +0 −1

Skills Athletics +5
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2:2

Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

actions

Greataxe. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 1d8 + 3) slashing damage.

equipment

Common. A few small gems (2-5 gp each) or 2-3 gold pieces (usually in mixed silver and copper coin).
Rare. A silvered greataxe or a journeyman-tier utility magic item.

Guard

Medium humanoid (any lineage)

Armor Class 14 (leather, shield)
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA
+1 +1 +1 +0 +0 +0

Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/4:1/2

actions

Spear. Melee or Ranged Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 + 1 piercing damage.

equipment

Common. 5-15 silver coins, a lantern or two torches if encountered at night

Knight

Medium humanoid (any lineage)

Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA
+3 +0 +2 +0 +0 +2

Saving Throws Con +4, Wis +2
Skills Athletics +5, Perception +2, Persuasion +4
Senses passive Perception 12
Languages Common, one other language
Challenge 3:4

Brave. The knight has advantage on saving throws against being shaken, frightened or broken.

actions

Multiattack. The knight makes two melee attacks.
Greatsword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage.
Heavy Crossbow. Ranged Attack: +2 to hit, range 100/400 ft., one target. Hit: 1d10 piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

equipment

Common. A pouch of 20-30 gold coins or jewelry worth about the same. A healing potion.
Rare. A journeyman-tier magic item, usually worn or wielded, or a suit of masterwork armor or a masterwork weapon (add 2 to its weapon damage if carrying a masterwork weapon).

Mage

Medium humanoid (any lineage)

Armor Class 14 (mage armor)
Hit Points 40 (9d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
−1 +2 +0 +3 +1 +0

Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Challenge 6:3

Spellcasting. The mage’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage can cast the following spells:
Concentration greater invisibility (x1), suggestion (x2), fire shield (x1)
Defensive misty step (x3), mage armor (x1)
AoE cone of cold (x1), ice storm (x2), magic missile (x3)

actions

Dagger. Melee or Ranged Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 1 piercing damage.
Fire Blast. Ranged Spell Attack: +6 to hit, range 90 ft., one target. Hit: 3d8 fire damage.
Lightning Fist. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 3d8 lightning damage, and the target cannot take reactions until the end of its next turn.

equipment

Common. 1 spell scroll or stone of an arcanist spell with cost between 1-8 AET or a journeyman or hero tier Ritual Scroll. A component pouch or arcane focus.
Rare. A hero-tier magic item, usually wielded.

Noble

Medium humanoid (any lineage)

Armor Class 15 (breastplate)
Hit Points 13 (3d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +1 +0 +1 +2 +3

Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages any two languages
Challenge 1/4:1/4

actions

Rapier. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 + 1 piercing damage.
Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

equipment

Common. A large amount of coin and/or personal jewelry (100-300 gp total).

Priest

Medium humanoid (any lineage)

Armor Class 13 (chain shirt)
Hit Points 49 (9d8 + 9)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +0 +1 +1 +3 +1

Skills Medicine +7, Persuasion +3, Religion +4
Senses passive Perception 13
Languages any two languages
Challenge 3:2

Spellcasting. The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest can cast the following spells:
Concentration bless, sanctuary (x2)
Damage spiritual weapon (x1), guiding bolt (x2)
Utility/Healing cure wounds (x2), unbind (x2)

actions

Multiattack.. The priest casts Judgement Strike, attacks with its mace, or casts a spell. If it has Spiritual Weapon active, it makes an attack with that and move the weapon up to 20 ft.
Mace. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
Judgement Strike. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 2d8 + 3 radiant or necrotic damage. This counts as a cantrip.
Spiritual Weapon. Melee Spell Attack: +5 to hit, range , one target. Hit: 1d8+3 slashing damage.
Divine Radiance (1/day). As a bonus action, the priest channels astral energy. All creatures within 10 feet of the priest regain 10 (3d6) hit points. Constructs are unaffected by this; undead must make a DC 13 Wisdom saving throw, taking 10 (3d6) radiant damage on a failure or half as much on a success.

equipment

Common. A holy symbol, a moderate amount of coin and/or jewels, a healing potion, and a spell stone of a 1-5 AET priest spell.
Rare. An adventurer-tier or weaker magic item, usually in use.

Scout

Medium humanoid (any lineage)

Armor Class 13 (leather armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +1 +0 +1 +0

Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1:1/2

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

actions

Multiattack. The scout makes two melee attacks or two ranged attacks.
Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage.
Longbow. Ranged Attack: +4 to hit, range 120/300 ft., one target. Hit: 1d12 + 2 piercing damage.

equipment

Common. A healer’s kit, rations, 20 extra arrows
Uncommon. A map detailing the area, including one or more monster lairs or camps.

Shaman

Medium humanoid (any lineage)

Armor Class 13 (reinforced leather)
Hit Points 27 (5d8 + 5)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +1 +1 +1 +2 +0

Skills Medicine +4, Nature +3, Perception +4
Senses passive Perception 14
Languages Common plus any two languages, usually sylvan
Challenge 1:1

Spellcasting. The shaman’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells:
Concentration entangle (x2), call lightning (x1)
Defensive longstrider (x1)
Utility cure wounds (x2)

actions

Quarterstaff. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage.
Flame Blast. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 2d8 + 2 fire damage.
Manifest Zone: Earth. The shaman magically calls upon the plane of stone to shield its allies in a 10-foot radius sphere located at a point the shaman can see within 60 feet. The zone is difficult terrain for any of the shaman’s enemies while it lasts. When the zone appears and at the start of each of the shaman’s turns, all allies within the zone gain 5 temporary hit points that last for 1 minute. The zone disappears after 1 minute or when the shaman is incapacitated or moves more than 60 feet from the location.

equipment

Common. A primal focus, a herbalism kit, 1-2 healing potions.
Rare. A spell stone of a 1-3 AET shaman spell.

Spy

Medium humanoid (any lineage)

Armor Class 12
Hit Points 36 (8d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +0 +1 +2 +3

Saving Throws WIS +4
Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 2:1

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

actions

Multiattack. The spy makes two melee attacks.
Shortsword. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Hand Crossbow. Ranged Attack: +4 to hit, range 30/120 ft., one target. Hit: 1d6 + 2 piercing damage.

equipment

Common. A disguise kit, a forger’s kit, a large amount of coin if faced at home (10-100 gp, often hidden).
Rare. A vial of poison, a forged signet ring, and stolen documents.

Thug

Medium humanoid (any lineage)

Armor Class 14 (brigandine)
Hit Points 39 (6d8 + 12)
Speed 30 ft.

STR DEX CON INT WIS CHA
+2 +0 +2 +0 +0 +0

Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1:1

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

actions

Multiattack. The thug makes two melee attacks.
Warhammer. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10 + 2 bludgeoning damage. Miss The target still takes 2 bludgeoning damage.
Heavy Crossbow. Ranged Attack: +2 to hit, range 100/400 ft., one target. Hit: 1d12 piercing damage.

equipment

Common. Dice or other gambling equipment. A substantial amount of coin (2-10 gp, often in silver and copper).
Rare. Masterwork weapon or armor. If wielding a masterwork weapon, increase damage by 2 per hit and increase offensive rating to 2.

Veteran

Medium humanoid (any lineage)

Armor Class 16 (chain mail)
Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
+3 +1 +2 +0 +0 +0

Skills Athletics +5, Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 3:3

actions

Multiattack. The veteran makes two longsword attacks and a shortsword attack.
Longsword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
Shortsword. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.
Heavy Crossbow. Ranged Attack: +3 to hit, range 100/400 ft., one target. Hit: 1d10 + 1 piercing damage.

equipment

Common. A moderate amount of coin and/or jewelry (5-20 gp total). A healing potion. A masterwork weapon (increases damage by 2, does not change offensive rating)
Rare. A journeyman-tier magic item, usually utility.

Warrior, Brutal

Medium humanoid (any lineage)

Armor Class 16 (reinforced leather, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
+4 +2 +3 +0 +1 +2

Saving Throws STR +7, DEX +5, CON +6
Skills Athletics +10, Intimidation +5
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 5:6

Brave. The warrior has advantage on saving throws against being shaken, frightened or broken.
Brute. A melee weapon deals one extra die of its damage when the warrior hits with it (included in the attack).

actions

Multiattack. The warrior makes three melee attacks or two ranged attacks.
Javelin. Melee or Ranged Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d6 + 4 piercing damage.
Shield Bash. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d4 + 4 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Parry. As a reaction, the warrior adds 3 to its AC against one melee attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon.

equipment

Common. A medium pouch of gold (5-20 gp), a healing potion, and a gambling set.
Rare. An adventurer-tier magic item, often weapon or armor that is being wielded.

Warrior, Primitive

Medium humanoid (any lineage)

Armor Class 12 (hide armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.

STR DEX CON INT WIS CHA
+1 +0 +1 −1 +0 −1

Senses passive Perception 10
Languages any one language
Challenge 1/2:1/8

Pack Tactics. The warrior has advantage on an attack roll against a creature if at least one of the warrior’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

actions

Spear. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d8 + 1 piercing damage.
Sling. Ranged Attack: +2 to hit, range 120/300 ft, one target. Hit: 1d8 bludgeoning damage.

equipment

Common. A small carved trinket (art object worth 1 gp).

Therianthropes

Therianthropes, more commonly known as were creatures, stem originally from demonic interference, mostly from the followers of the demon prince known as the Red Fang. But many of the creatures are blameless victims, and there are a substantial number of people who inherited the ability to transform from their cursed ancestors. These entries only describe those capable of passing on the curse via bite, in the main the victims themselves of a cursed bite. Were-creatures may either choose to revel in their blood-lust curse or seek to control it; either way, they remain dangerous.

There are others, called Skinwalkers or Loup Garou, who willingly trafficked with demons to gain power. They are even more powerful, if thankfully rare.

All were creatures possess extreme regenerative capability, being capable of near-instantly regenerating from even mortal wounds. Silvered weapons stop this healing, leaving lasting wounds, and being beheaded once made unconscious also works. Not much else does.

Almost all were creatures are individualistic.

Werebear

Medium humanoid (human, shapechanger)

Armor Class 10 in humanoid form, 14 (natural armor) in bear and hybrid form
Hit Points 135 (18d8 + 54)
Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)

STR DEX CON INT WIS CHA
+4 +0 +3 +0 +1 +1

Skills Perception +7
Senses passive Perception 17
Languages Common (can’t speak in bear form)
Challenge 6:8

Cursed Regeneration. The werebear regenerates 20 hit points at the start of each of its turns. It only dies if its maximum hit points reach zero (see Silver Sensitivity) or if someone uses an action to behead it while it is unconscious at zero hit points.
Silver Sensitivity. Silver’s purity is antithetical to the cursed nature of a were creature. As such, damage dealt by silvered weapons reduce the werebear’s maximum hit points by an amount equal to the damage dealt. This lasts until the werebear completes a long rest.
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

actions

Multiattack. The werebear makes three attacks, only one of which can be with its bite.
Bite (Bear or Hybrid Form Only). Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 4 piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8 + 4 slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 1d12 + 4 slashing damage.
Shapechanger. The werebear can use its bonus action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Wereboar

Medium humanoid (human, shapechanger)

Armor Class 10 in humanoid form, 13 (natural armor) in boar or hybrid form
Hit Points 78 (12d8 + 24)
Speed 30 ft. (40 ft. in boar form)

STR DEX CON INT WIS CHA
+3 +0 +2 +0 +0 −1

Skills Perception +2
Senses passive Perception 12
Languages Common (can’t speak in boar form)
Challenge 5:4

Cursed Regeneration. The wereboar regenerates 20 hit points at the start of each of its turns. It only dies if its maximum hit points reach zero (see Silver Sensitivity) or if someone uses an action to behead it while it is unconscious at zero hit points.
Silver Sensitivity. Silver’s purity is antithetical to the cursed nature of a were creature. As such, damage dealt by silvered weapons reduce the wereboar’s maximum hit points by an amount equal to the damage dealt. This lasts until the wereboar completes a long rest.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the wereboar takes damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead as long as its maximum hit points are not zero.

actions

Multiattack. The wereboar makes three attacks, only one of which can be with its tusks.
Maul (Humanoid or Hybrid Form Only). Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 bludgeoning damage.
Tusks (Boar or Hybrid Form Only). Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.
Shapechanger. The wereboar can use its bonus action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Wererat

Medium humanoid (human, shapechanger)

Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA
+0 +2 +1 +0 +0 −1

Skills Perception +2, Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages Common (can’t speak in rat form)
Challenge 2:2

Cursed Regeneration. The wererat regenerates 20 hit points at the start of each of its turns. It only dies if its maximum hit points reach zero (see Silver Sensitivity) or if someone uses an action to behead it while it is unconscious at zero hit points.
Silver Sensitivity. Silver’s purity is antithetical to the cursed nature of a were creature. As such, damage dealt by silvered weapons reduce the wererat’s maximum hit points by an amount equal to the damage dealt. This lasts until the wererat completes a long rest.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.

actions

The wererat makes two shortsword attacks and one bite attack.
Bite (Rat or Hybrid Form Only). Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 + 2 piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.
Shortsword (Humanoid or Hybrid Form Only). Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage.
Hand Crossbow (Humanoid or Hybrid Form Only). Ranged Attack: +4 to hit, range 30/120 ft., one target. Hit: 1d4 + 2 piercing damage.
Shapechanger. The wererat can use its bonus action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Weretiger

Medium humanoid (human, shapechanger)

Armor Class 12 in human form, 14 (natural armor) in hybrid or tiger form
Hit Points 120 (16d8 + 48)
Speed 30 ft. (40 ft. in tiger form)

STR DEX CON INT WIS CHA
+3 +2 +3 +0 +1 +0

Skills Perception +5, Stealth +4
Senses darkvision 60 ft., passive Perception 15
Languages Common (can’t speak in tiger form)
Challenge 5:6

Cursed Regeneration. The weretiger regenerates 20 hit points at the start of each of its turns. It only dies if its maximum hit points reach zero (see Silver Sensitivity) or if someone uses an action to behead it while it is unconscious at zero hit points.
Silver Sensitivity. Silver’s purity is antithetical to the cursed nature of a were creature. As such, damage dealt by silvered weapons reduce the weretiger’s maximum hit points by an amount equal to the damage dealt. This lasts until the weretiger completes a long rest.
Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.

actions

The weretiger makes two attacks with scimitar, claw, or longbow. It also makes one bite attack.
Bite (Tiger or Hybrid Form Only). Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d10 + 3 piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.
Claw (Tiger or Hybrid Form Only). Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
Scimitar (Humanoid or Hybrid Form Only). Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 slashing damage.
Longbow (Humanoid or Hybrid Form Only). Ranged Attack: +4 to hit, range 150/600 ft., one target. Hit: 1d8 + 2 piercing damage.
Shapechanger. The weretiger can use its bonus action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Werewolf

Medium humanoid (human, shapechanger)

Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
+2 +1 +2 +0 +0 +0

Skills Perception +4, Stealth +3
Senses passive Perception 14
Languages Common (can’t speak in wolf form)
Challenge 3:2

Cursed Regeneration. The werewolf regenerates 20 hit points at the start of each of its turns. It only dies if its maximum hit points reach zero (see Silver Sensitivity) or if someone uses an action to behead it while it is unconscious at zero hit points.
Silver Sensitivity. Silver’s purity is antithetical to the cursed nature of a were creature. As such, damage dealt by silvered weapons reduce the werewolf’s maximum hit points by an amount equal to the damage dealt. This lasts until the werewolf completes a long rest.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

actions

The werewolf makes three attacks: one with its bite and two with its claws or spear.
Bite (Wolf or Hybrid Form Only). Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 2d8 + 2 piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.
Claws (Hybrid Form Only). Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4 + 2 slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Shapechanger. The werewolf can use its bonus action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.