Perceptive The werebear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. The werebear is always awake.
Powerful Build. The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
Protective Family: While the Werebear is within 120 feet of Mommy or Daddy Bear Baby bear gains +5 AC and to saving throws for each.
Multiattack. The owlbear makes two attacks.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Healing Porridge: The werebear drinks some healing porridge healing for 2d4+4 health.
Burning Porridge: The werebear throws hot soup all creatures within 10 feet of the werebear must make a DC 14 Dex Saving throw or take 2d4+4 fire damage and have their move speed reduced by 10 feet until the start of the werebear's next turn.
Defensive. When the werebear takes damage, it reduces the damage taken by 11 (1d12 + 9). If the attack is a ranged attack and the werebear reduces the damage to 0 the werebear catches the missile and make a ranged attack with the missile they just caught as part of the same reaction. The werebear makes this attack with proficiency, regardless of its weapon proficiencies and the attack has a range of 20/60 and deals the normal damage of the weapon.
Previous Versions
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4/28/2022 12:03:29 AM
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4/29/2022 12:49:55 AM
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4/29/2022 1:19:17 AM
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6/9/2022 1:51:21 AM
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