Medium Humanoid (Any Race, Shapechanger), Neutral Good
Armor Class 11 (leather armor in druid form, natural armor in bear and hybrid form; 16 with barkskin)
Hit Points 35 (5d8 + 15)
Speed 30 ft.
STR
13 (+1)
DEX
12 (+1)
CON
17 (+3)
INT
10 (+0)
WIS
15 (+2)
CHA
11 (+0)
Skills Medicine +4, Nature +2, Perception +4
Senses Passive Perception 14
Languages Common, Druidic, Sylvan (can’t speak in bear form)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shapechanger. The werebear druid 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, are the same in each form. The werebear druid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. It reverts to its true form if it dies.

Keen Smell. The werebear druid has advantage on Wisdom (Perception) checks that rely on smell.

Spellcasting. The werebear druid is a 4-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The werebear druid has following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh

1st Level (4 slots): entangle, longstrider, speak with animals, thunderwave

2nd Level (3 slots): animal messenger, barkskin

Actions

Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 1) piercing damage. 

Quarterstaff (Humanoid or Hybrid Form Only). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage if wielded with two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Shapechanger

iamkeebler

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