Werebear

Level 4
Creature· beastUncommonLargeRemaster
AC
23
HP
75
Speed
25 ft.
Perception
+11
Fort
+12
Ref
+10
Will
+10
Weaknesses silver 5
Languages common
Senses low-light-vision, scent 30 ft. (imprecise)
Skills athletics +12, nature +11, stealth +11, survival +11, medicine +9
Recall Knowledge DC 21 (nature, society)

Attacks

Melee Greataxe +13 (reach 10 ft., sweep), Damage 1d12+7 slashing
Melee Hatchet +13 (agile, sweep), Damage 1d6+7 slashing
Melee Hatchet +10 (agile, sweep, thrown 10 ft.), Damage 1d6+7 slashing

Abilities

Bear Empathyinteraction

The werebear can communicate with ursine creatures.


The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.

Change Shape
  • Human
  • Size Medium
  • Melee fist +13 Damage 1d4+7
  • Grizzly Bear
  • Speed 35 feet

The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.

In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.

In

Curse of the Werebear

This curse affects only humanoids.


Saving Throw DC 18 fortitude

On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.

The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.

Hunt Prey

The werebear designates a single creature they can see and hear, or one they're Tracking, as their prey. The werebear gains a +2 circumstance bonus to Perception checks when they Seek their prey and to Survival checks when they Track their prey. The first time the werebear hits the designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the werebear uses Hunt Prey again.

Mauler

The werebear gains a +2 circumstance bonus to damage rolls against creatures it has Grabbed.

Moon Frenzy

When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.

When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for .

Effect: Moon Frenzy

Unwavering conviction fills a werebear during their transformations. This can drive them zealously into noble causes, but it can also make them ruthless, violent, and single-minded. Alliances can fall from a werebear's mind as their bestial temper overcomes them and their goal overwhelms all. As a result, werebears are loners, rarely even living together as families longer than necessary. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a werebear in its animal form is generally content to forage and sleep away the night.


Werecreatures are humanoids doomed to transform into animals and animalhumanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.