-   Immune to damage from mundane, non-silver weapons.
-   When hit with wolfsbane, must **Save vs Poison** or flee, as with the [Scare spell](/spells/calm.html#scare).
-   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 GM, at least while transformed).
