Armor Class: 7 (9 in human form)
Hit Dice: 3*
Move: 120’ (40’)
Fighting Capability: +4 (bite)
Saving Throw: 8
Damage: 1d4 or by weapon
Dungeon Encounter: 1d8
Wilderness Encounter: 2d8
Morale: 8
Alignment: Chaotic
XP Value: 160



Armor Class: 3 (9 in human form)
Hit Dice: 5*
Move: 150’ (50’)
Fighting Capability: +6 (claw/claw/bite)
Saving Throw: 9
Damage: 1d6/1d6/2d6
Dungeon Encounter: 1d4
Wilderness Encounter: 1d4
Morale: 10
Alignment: Neutral
XP Value: 360

There are many kinds of lycanthropes, beings under a curse or enchantment which causes them to shift between human and animal form. In their animal form, lycanthropes can only be harmed by weapons of silver, elfsteel, and other magically resonant materials. Wolfsbane, meanwhile, is poisonous to a lycanthrope and can be used to drive them away.

Lycanthropy is a magical disease which is passed on through cuts and bites: anyone bitten or scratched by a lycanthrope may contract the condition themselves.

Some species of lycanthrope are Chaotic: they gladly join forces with undead, goblin-kin, and other evil beings as they try to spread Chaos (and lycanthropy) through the world, to the detriment of civilization. Others are Neutral, caring nothing of great battles between the Light and the Shadow, and only wishing to be left to themselves. The only species of lycanthrope that the adventuring party has encountered, the weretiger, belongs to this latter, marginally friendlier category.

Wererat: Wererats are the weakest sort of lycanthrope. Wererats are very sneaky (able to surprise 1–4 on 1d6) and like setting ambushes.

Weretiger: Weretigers are very stealthy and can surprise opponents that they’re stalking 67% of the time (1–4 on 1d6).


The Shade Isle Campaign jhiggins327 jhiggins327