Medium Humanoid (Any Race, Shapechanger), Any Alignment
Armor Class 12 in humanoid form, 15 (natural armor) in hybrid and kindred form
Hit Points 150 (20d8 + 60)
Speed 30 ft., (50 ft. and 30 ft. climb in hybrid and kindred form)
STR
16 (+3)
DEX
14 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws WIS +7
Skills Animal Handling +7, Nature +4, Perception +7
Senses Darkvision 60 ft., Passive Perception 17
Languages any three languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Actions

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.

Monster Tags: Shapechangerhumanoid

Habitat: ArcticForestHill

SadHorizon

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