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.
Artic Might (Artic). The Werebear Can Choose to Deal Deal Cold Damage instead of The normal damage type on any Melee attack
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
King of the Hill (Hill). The Werebear can add one extra damage Die on the 1st attack of every turn.
Land Stride. The Werebear can move through Magical and Nonmagical difficult terrain at no extra Movement Cost.
Speech of Beast and Leaf. The Werebear can comprehend and Verbally communicate with beasts and Plants.
Terrain of the Warden. The Werebear chooses one enviorment out of the List and Gains the Trait associated with it. Choose between; Arctic, Coast, Desert, Forest, Grassland, Hill, Mountain, Ocean, Swamp, or Underdark
Water Breathing (Ocean). The Werebear Can Breath in Air or Water.
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.
Mirage (Desert). The Werebear Casts Hallucinatory Terrain at will (Spell Save DC 12.)
Darkness (Recharge 5-6) (Swamp). A 15 ft radius Sphere Centered on a Point the Werebear Chooses appears for 1 Minute. Darkvision Cannot Penetrate the darkness and no natural light can illuminate it. If any darkness overlaps with an area of magical light the spell creating the light is dispelled.
Misty Step (Coast). The Werebear Teleports up to 30 ft to an unoccupied space that they can see.
Description
Most Werebears act as Guardians of Nature. Werebear Nature wardens spend their Lives in specific environments Attuning to them much the way a Druid does. Nature Granting them the power to adapt in turn.
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