Weredog (5e Creature)

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Medium humanoid (human, shapechanger), lawful neutral

Armor Class 12 in humanoid form, 13 in dog or hybrid form (natural armor)
Hit Points 58 (9d8 + 18)
Speed 30 ft. (40 ft. in hybrid and dog form)

13 (+1) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 15 (+2)

Skills Perception +4, Stealth +3
Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
Senses passive Perception 14
Languages Common (can't speak in dog form)
Challenge 3 (700 XP)

Shapechanger. The weredog can use its action to polymorph into a dog-humanoid hybrid, into a dog, or back into its true humanoid form. Its ability scores, personality, and other game statistics, besides its size, speed, and AC, remain the same in each form. Any equipment it is wearing or carrying isn't transformed. The weredog reverts to its humanoid form if it dies. The weredog can polymorph into exactly one breed of dog as its dog form.

Keen Hearing and Smell (Dog or Hybrid Form Only). The weredog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Unwavering Loyalty. While in their hybrid form, the weredog cannot attack up to 5 creatures that it has a positive personal relationship with (i.e. family, close friends, co-workers, ect.). The Unwavering Loyalty trait found on the dog's creature page doesn't apply to the weredog.


Multiattack (Humanoid or Hybrid Form Only). The weredog makes two attacks: one with its bite and one with its claws or longsword. If the weredog is in humanoid form, it makes two attacks with its longsword.

Bite (Dog or Hybrid Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. If the target is also of a lawful alignment and fails the Constitution saving throw, the target may also make a DC 20 Charisma saving throw and instead be cursed with weredog lycanthropy on a successful save.

Claws (Hybrid Form Only). Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 6 (2d4 + 1) slashing damage.

Longsword (Humanoid or Hybrid Form Only). Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack.

Werewolves are some of the most dangerous and frightening creatures in the material plane. They are capable of tearing families apart and sending entire villages into chaos with their presence. However, some that have contracted lycanthropy have been able to fight against the primal savagery that comes with it, becoming the more tame weredog instead of a werewolf. While weredogs are less aggressive and powerful than their werewolf counterparts, they still have a small portion of their humanity intact, enough to prevent them from harming those that they love. Even though they are an entirely different type of werecreature, they are still considered werewolves by themselves and other creatures. In its humanoid form, a weredog has brightly-colored eyes and a noticeably long tongue. Weredogs are extremely adamant about not sharing their curse, as they will most likely infect those they bite with the werewolf strand of lycanthropy instead of theirs.
Because they have stronger control over their curse, weredogs are some of the only types of werecreatures found in urban areas, especially in cities and towns. They often blend into society with ease, but they are still persecuted and hunted down if found out. Besides the differing fur colors, many cannot find differences between weredogs and werewolves and assume that they are the same thing, leading to hunters killing them just as frequently as werewolves.

Characters as Weredogs

The dog breed that the character takes on while in dog form is the same as the weredog that gave the character weredog lycanthropy. The character also gains a Strength of 13 and a Charisma of 15 if his or her score isn't already higher, and a +1 bonus to their AC while in dog or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength. The Unwavering Loyalty trait applies to 3 Player Characters and up to 2 other NPCs of their choice. Once these characters are chosen, they cannot be replaced unless one of these creatures die. Characters of a non-lawful alignment cannot receive weredog lycanthropy.

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