Shapechanger. The werebear ascetic can use its action to polymorph into a bear-humanoid hybrid or into its kindred bear form, or back into its true form, which is humanoid. Its statistics, unless noted, are the same in each form. Any armor it is wearing merges into its alternate forms. It reverts to its true form if it dies.
Kindred Form. The werebear’s kindred form takes the shape of a Large bear. While in this form, it can speak to and understand bears, cannot take any actions requiring hands, adds its Constitution modifier to the result of any saving throw, and gains 25 temporary hit points the first time it takes this form each day.
Spellcasting. The werebear is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). It can cast spells in any form, regardless of verbal, somatic, or material components provided they have no gold cost. It has the following druid spells prepared:
Cantrips (at will): druidcraft, guidance, mending, resistance
1st level (4 slots): animal friendship, faerie fire, healing word
2nd level (3 slots): hold person, lesser restoration
3rd level (3 slots): conjure animals, dispel magic, plant growth
4th level (3 slots): freedom of movement, ice storm
5th level (2 slots): commune with nature, tree stride
6th level (1 slot): wall of thorns
7th level (1 slot): arboreal curse
Multiattack. The werebear makes three melee attacks, only one of which can be a bite.
Bite (Hybrid or Kindred Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Hybrid or Kindred Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage.
Description
“During full moons, inhabitants of Etharis stay inside with the doors barred and windows tightly shut. Even then, they look at those indoors with them with a suspicious eye. One never knows.”
Nighttime Horror. Travelers who brave the wilds ofEtharis plan their routes to avoid camping in the wilds onnights of the full moon. All know of the savage werewolves and other lycanthropes that roam the wilderness in search of victims, and few are willing to venture forth for fear of abite from one of these creatures.
Cursed Existence. Lycanthropy is not a disease, but a magical curse that spreads when one of its bearers bites avictim. Most lycanthropes live a pained existence, constantly at war with the primal instincts that drive them to kill.
Savage Control. Regions like the Valikan Clans attempt to bring the curse under control. The strong druidic traditions make strides in dealing with cursed individuals.Those in tune with nature sometimes master the beast that rages within them, finding a spiritual side that transforms the curse into a blessing. But this ability is attainable by few, and even then, only after years of training.
Variant Lycanthropes. The typical presentationof lycanthropy leaves its victims dangerous enough, but sometimes there are alternate forms, even more dangerous than a typical cursed victim.
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