Induced Shift. The werebear can use its action to transform into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics change to match the shape it assumes. Any equipment it is wearing or carrying isn't transformed and is shed to the nearest unoccupied space. It reverts to its true form if it dies. The werebear must consume the mushroom 'mardroeme' to induce a transformation.
Forced Shift. The werebear is forced to take the form of a bear or hybrid during every full moon from dusk until dawn. They can also be forced to transform through bloodlust or poisoning.
If a werebear kills an enemy using a melee attack, they must roll a D20. If the roll is a Nat1, they transform into their bear form and are unable to induce another shift until they take a long rest.
If a werebear takes poison damage, they must roll a D20. If the roll is a Nat1, they transform into their bear form and are unable to induce another shift until they take a long rest.
Forced shifts also cause the beasts to rise more ferociously than an induced shift. Werebears who have been forced into a shift or who have shifted during a full moon have disadvantage on all INT, WIS, and CHAR checks. They also must make an INT 12 roll before each attack to deduce whether their target is a friend or foe. On a failure, they attack regardless.
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Multiattack. In bear form, the werebear makes two attacks. In hybrid form, it can attack like a bear or a humanoid, while wielding a melee weapon.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
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