- 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).