Every night of a full moon, a creature cursed with lycanthropy is forcibly changed into their hybrid form unless they can succeed on a saving throw. On their first full moon, a lycanthrope feels a rush of power, desire, and energy as the curse takes hold. Whether they embrace it or not, the beast within them typically takes over at moonrise, mindlessly rampaging in its most powerful form. A lycanthrope at the full moon cannot differentiate friend from foe, seeing all living creatures as nothing more than food. In the morning, the lycanthrope awakens with vague memories of its actions.
As the full moon rises and the beast calls to them, a lycanthrope has a choice: they can embrace it, submitting to the curse in its entirety and accepting the bloodlust as part of life. Alternatively, they can attempt to resist the curse—potentially mastering their abilities in a limited form, or embrace the transformation and focusing on maintaining a sense of self. Resistance is a brutal, agonizing process, but the lycanthrope has a chance to retain their humanity in the face of their curse.
Whatever their choice, a player has little to no control over what they do between moonrise and dawn.
Days Around a Full Moon
While there is only one night per lunar cycle with a true full moon, the preceding and succeeding nights can both trigger a transformation. At moonrise on the day before and after the full moon, a lycanthrope must succeed on a DC10 Constitution saving throw to avoid transforming and rampaging.
A lycanthrope can gain advantage on this saving throw by consuming a Potion of Wolfsbane during the preceding twenty-four hours. Other than that, the resistance rituals described below do not apply on these nights.
Consequences of a Rampage
Changing takes a massive toll on the body. A night of rampaging and rage is tiring, especially after long days of adventuring or travel. The morning after a full transformation, the lycanthrope gains a level of exhaustion.
Embracing the Curse
A lycanthrope that chooses to succumb to the curse instantly transforms into the appropriate were-creature. They become a full lycanthrope, using the statblock and alignment appropriate for the creature. Alternatively, they use the full moon lycanthrope statblock provided here as a base.
Once a creature has embraced the curse, there is no turning back. The curse takes hold, irrevocably shifting their personality and alignment to match that of their respective creature. A creature that chooses to submit to their curse immediately becomes an NPC in the DM's control.
Interacting with the Curse
Embracing the Curse
If an infected creature wants to embrace their curse but maintain a sense of control of their actions (based on morality and DM decisions) during the full moon, they can do so relying on their willpower. Doing so causes the creature to automatically fail its saving throw against changing, and requires a successful Wisdom saving throw to maintain mental control. The DC for this saving throw is equal to 14 + the creature's Lycanthropy Rank.
Resisting the Curse
If an infected creature wishes to resist the call of the curse, they face a grueling task. The curse is ancient and deadly, a force of dark magic that has survived countless generations through sheer power.
If Remove Curse or Greater Restoration is cast on an infected creature and if they succeed on both saving throws listed below, the curse of lycanthropy is lifted.
The Curse of Body
The curse of lycanthropy forces a physical change—a lycanthrope shifts form, gaining animal features to enhance their power.
To resist the physical transformation, an infected creature must succeed on a DC14 Constitution saving throw. A creature that has ingested a wolfsbane potion during the last twenty-four hours has advantage on this saving throw.
The Curse of Mind
The curse of lycanthropy forces a mental change—the spirit of the beast promises a hunt unlike any other, a sense of true fulfillment and purpose in the mindless glory of an animal in its element.
To resist the rising emotions and bloodlust, an infected creature must succeed on a DC14 Wisdom saving throw. A creature that has undergone a ritual silver Ceremony or undergone character-specific spiritual guidance, has advantage on this saving throw.