Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and 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.
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Spellcasting. The werebear is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The werebear knows the following ranger spells:
1st level (4 slots): alarm, detect magic, ensnaring strike, hunter’s mark
2nd level (3 slots): animal messenger, beast sense, cordon of arrows, locate object, spike growth
Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
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.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Oversized Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack. +7 to hit, range 150/600 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Description
Werebears that embrace their duty as wardens of the world’s most consequential places begin to practice magic befitting a ranger. These wardens specialize in warding their territory and binding creatures that cannot be allowed to enter or escape that territory.
Comments