Thursday, June 26, 2025

As the Werewolf Changes

 During last night's game I was surprised to notice that Jackalweres no longer have a problem with silver in the 2025 Monster Manual. So in checking out the other lycanthropes I discovered that hey, it turns out in D&D 5.5 you can harm werewolves with anything, normally, now. They get a few extra HP and a slight AC boost but lose all the mythological flavor of the thing they used to be.

This got me to thinking about how they looked in other systems, so I thought I'd plunge down that rabbit hole a bit to see:

AD&D 1E/2E: Can only be harmed by silver or +1 weapons. So at this stage in the game, low level PCs who have trouble finding magic weapons really need to carry a silvered weapon with them just in case.... In rereading their entries I assume they transform as an action but maybe it was as part of their movement. I seem to recall running AD&D where they could move, transform and attack all in the same combat round, which makes sense in the longer 1E turn cycles.

D&D 3.5: Gain damage reduction 10/silver but only in hybrid and wolf form, interestingly! Shapeshift is an action. Looking at the old format for D&D 3.5 stat blocks on monsters reminded me of how convoluted and information dense they were; how interesting to see that the 2025 MM swung so far to the opposite direction that the current stat blocks feel anemic and drained of all color and flavor.

Pathfinder 1E: Have resistance 10 to all attacks except silvered weapons! Change shape is a move equivalent action, and they induce lycanthropy on a failed saving roll following a bite.

Pathfinder 2E: They have shapeshift as an action, and are vulnerable 5 to silvered weapons. Lycanthropy is induced on a failed save.

D&D 4E: they have regeneration 5, but silver stops their regeneration. They shapshift as a minor action, and they do extra damage against bloodied opponents. Instead of imparting lycnathropy as a disease they induce moon frenzy, which behaves a bit like the confusion spell (but does not end with the inflicted turning into a lycanthrope, interestingly). Diseases and curses in 4E were notoriously weak and ineffectual.

D&D 5E (2014): resistant to nonmagical or silvered weapons, but shapeshift as a standard action. Still have some flavor text that leans into making werewolves interesting in a traditional way. If bitten, on a failed save you just have lycanthropy now.

D&D 2024 (5.5): They gain 13 hit points and get a better AC, but lose any special resistance to ordinary damage, and silver is not even mentioned. They can shapeshift as a bonus action. Lycanthropy if bitten, but you have to reach zero hit points for it to take effect.

Tales of the Valiant: Werewolves are resistant to non-magical damage (silver is not mentioned here either). They induce lycanthropy as a curse after biting someone who fails a save.  

How about some of the other games out there? Let's see:

Swords & Wizardry Complete: mirrors AD&D 1E; so they can probably shapeshift as part of their turn, and are immune to nonmagical, non silvered attacks. Lycanthropy is automatic in an opponent reduced to 50% of their hit points by the werewolf.

Dragonbane: Werewolves hate silver as it deals full damage (along with fire) and messes with their senses. They take half damage from non-magical weapons. taking even 1 point of damage from the werewolf induces both paralysis (potency 9) and lycanthropy, and can only be cured with powerful magic or wolvesbane. And on its monster attacks a 6 induces a berserker frenzy in which your party probably dies!

Basic Roleplaying/Call of Cthulhu: They have regeneration, are immune to most damage (silvered weapons will do full damage and kill them on a serious wound, though), and taking any damage from a bite induces lycanthropy, which can maybe be avoided on a luck role if the bite also severs the limb that was bitten. Nice! The BRP statblock addresses magic and fire doing full damage as well.

Cypher System: they are level 4 creatures, which normally would mean 12 health but they have 24 health. They can cause lycanthropy if you are sufficiently injured to be reduced on the damage track. They take a long time (1D6 rounds) to shapeshift if caught in the act.

Dungeon Fantasy RPG (GURPS): These things are terrifying with damage resistance 15 against all attacks except silver (which does double damage and ignores the DR), and they regenerate 1 HP per second (GURPS combat rounds are 1 second long, so for D&D purposes that's 6 HPs of regeneration for a D&D round). Interestingly Dungeon Fantasy punts on the lycanthropy as a bite-induced curse with some flavor text about how the local temples try to keep that under control, and the rest of the statblock ignores it. GURPS Werewolves from the 3rd edition sourcebook of course does a lot more that I won't belabor here.

Fantasy AGE: They show up in the Bestiary sourcebook, and can induce the lycanthropy curse on a stunt, with the difficulty being based on how many stunt points are applied. The inflicted makes checks each night until the full moon; if they don't kick it before the full moon they go full lycanthrope. There's a section on lycanthrope vulnerabilities, but silver is mentioned as only one possibility, with the GM encouraged to customize for the campaign.

Mythras: Mythras punts on this one terribly and you need to go dig in the wolf section to get a sense of it. Ostensibly they are emulating older, more archaic notions of shapeshifters rather than more modern takes on lycanthropy, I guess? 

Mork Borg: It's actually a character class, the Cursed Skinwalker (in Feretory). You die, and your body is possessed by an animalistic presence, returning you to life as a cursed skinwalker. a bloody, skinless wolf is only one of your options. Tangentially werewolfish, but it wouldn't be Mork Borg if it was conventional now, would it? 

Okay, it was at this point that I ran out of energy (I was looking at The Fantasy Trip's take, which is to lump werewolves and vampires together as cursed/diseased species when mental fatigue just overwhelmed me). I have to say, if you want a werewolf to be scary, then there are two games that do this exceedingly well: Call of Cthulhu/BRP and Dragonbane (with honorable mention to GURPS/Dungeon Fantasy). The least scary edition of the the werewolf can be found in the current D&D Monster Manual for 2025, which is a real shame; it really lacks any of the color and vibrancy of the mythology it derives from. Curiously, they have done a better job with some other monsters in the book (medusa got a slight improvement imo, for example) so it is a shame to see them drop the ball here just because, apparently, someone might not want to be bothered with finding a silvered weapon? Weird. Very weird. Aside from D&D 2024, the next worst take on werewolves is (imo) Mythras, which puts the least amount of effort into the concept, delegating lycanthropy to a paragraph in the wolf statblock section.

This is making me want to consider Dragonbane for gaming in the very near future now, though. 




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