Lycanthrope, Werecaiman

Family: Lycanthropes

Medium humanoid (shapechanger), neutral evil

Armor Class 11, 15 (natural armor) in blood caiman or hybrid form
Hit Points 58 (9d8 + 18)
Speed 30 ft., 20 ft. in blood caiman form; swim 30 ft.

17 (+3) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 6 (-2)

Saving Throws Str +5, Con +4
Skills Athletics +5, Perception +3, Stealth +3, Survival +3
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Senses passive Perception 13
Languages Common (can’t speak in blood caiman form)
Challenge 3 (700 XP)


  • Shapechanger. The werecaiman can use its action to polymorph into a caiman-humanoid hybrid, into a blood caiman, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
  • Hold Breath. The werecaiman can hold its breath for 30 minutes.
  • Keen Senses. The werecaiman has advantage on Wisdom (Perception) checks that rely on hearing and sight.
  • Sprint. Once per minute, a werecaiman can increase its land speed to 60 feet for 1 round.


  • Multiattack. The werecaiman makes two attacks: two with its battleaxe (humanoid or hybrid form), or one with its spear and one with its bite (hybrid form), or one with its bite and one with its tail slap (hybrid or blood caiman form).
  • Bite (Blood Caiman or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werecaiman lycanthropy.
  • Tail Slap (Blood Caiman or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +5 to hit, one creature. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) piercing damage if used with two hands to make a melee attack.
  • Death Roll (Blood Caiman Form Only). When grappling a foe of its size or smaller while in Blood Caiman form, a werecaiman can perform a death roll on its subsequent turn as its action. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The blood caiman inflicts its bite damage and knocks the creature prone. The creature is still grappled by the blood caiman.


Werecaimans are known to be calculating and lecherous; they are notorious for an obsession with violence and with terrorizing anyone who dares enter their territory. They decorate their territories with skulls and other warnings that they enjoy showing to human interlopers to inspire dread. Indeed, many werecaimans assume human form to lure unsuspecting humans into following them far beyond any hope of help before terrorizing them and slowly hunting them down and tearing them to pieces. In general, werecaimans regard werecaiman-kin as pale shadows of a werecaiman’s true might. As such, werecaimans think little of imposing their will on scalehearts unless the latter have demonstrated exceptional strength and brutality.

Rogue Wanderer. Werecaimans usually prefer to stick to their own territory, but those who manage to keep in touch with human curiosity sometimes take easily to a life of adventure, at least temporarily. These psychopathic but patient travelers often range many miles from their territory in pursuit of new and more challenging prey to make their reputation more intimidating.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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