Large Monstrosity (Human, Shapechanger), Typically Neutral Evil
Armor Class 13 in humanoid form, 15 (natural armor) in bear and hybrid form
Hit Points 231 (22d10 + 110)
Speed 40 ft., Climb 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
13 (+1)
WIS
14 (+2)
CHA
17 (+3)
Saving Throws STR +13, CON +11, WIS +8
Skills Athletics +13, Insight +8, Intimidation +9, Perception +14
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Frightened
Senses Blindsight 30 feet (by smell), Darkvision 120 feet, Passive Perception 24
Languages Common, Undercommon (can't speak in bear form)
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Shapechanger. The werebear can use its bonus action to polymorph into a Large bear-humanoid hybrid or into a Huge bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in every form. The equipment it is wearing or carrying isn't transformed and may break or fall off. It reverts to its true form if it dies.

Legendary Resistance (3/Day). If the werebear fails a saving throw, they can choose to succeed instead.

Siege Monster. The werebear deals double damage to objects and structures.

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

Pack Leader. As the Alpha, the dire werebear provides unnerving leadership to its pack. Allies to the dire werebear within 60 feet are granted with immunity to the frightened and charmed conditions.

Actions

Multiattack. In bear form, the werebear makes three claw attacks and one bite. In humanoid form, it makes three greatscythe attacks. In hybrid form, it can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) piercing damage. If the target is a humanoid, it must succeed on a DC 19 Constitution saving throw or be cursed with werebear lycanthropy.

Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) slashing damage.

Greatscythe +1(Humanoid or Hybrid Form Only). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 24 (3d10 + 8) slashing damage.

Reactions

Feral Beast. The werebear can make up to three reactions each round if it is lower than half its maximum hit points.

Daunting Strike. When the werebear is hit with an attack roll it may use a reaction to make one claw or greatscythe attack to it's attacker.

Legendary Tenacity. If the werebear is hit with an attack roll and can see the attacker, they can use their reaction to roll a d6. On 1-5 you halve the damage, on a 6 the damage is negated instead. Additionally, if they were to be reduced to 0 hit points it becomes 1 instead.

Legendary Actions

The dire werebear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The werebear regains spent legendary actions at the start of its turn.

Charged Maul Attack. The werebear can move up to half its movement speed and makes one claw or greatscythe attack.

Grizzly Gore (Costs 2 Actions). The werebear moves at least 10 to 40 feet to its target and makes one bite attack, then heals equal to the damage given.

Roar of Ferocity (Costs 3 Actions). The werebear let's out a bellowing roar that can be heard up to 5 miles. Every creature that can hear within 120 feet that is not allied with the werebear must make a DC 17 Wisdom saving throw or be frightened for one minute. If the save is made, then the creature is immune to this effect for 24 hours. Additionally, every friendly creature the werebear selects gains a d8 to all damage rolls for one minute. The werebear may also receive temporary hit points equal to 15 times the number of creatures selected (up to a maximum of 5 creatures). This effect will only work once per battle.

 

Description

Dire Origins. Dire Werebears a rare subspecies of the lycanthropy curse that came directly from the deities of shadowfell, either as direct servants or from an amass of shadowfell energies concentrated. At the cost of an irremovable curse, these werebears have more control over it than others and have greatly extended lifespans. They still to do evil acts by the shadowfells influence, but it's seen done as forms of entertainment rather than animosity.

A Stronger Curse. When a Player Character takes a rest and is afflicted with this form of the curse, the following happens: they have a dream of the new beast within approach and it offers the choices to either accept, reject or embrace it.

Accepting the beast allows the PC to have all the effects of having the werebear lycanthropy (see Monster Manual) without any alignment changes.

Rejecting the curse causes the PC to make a DC 15 WIS Save to keep the beast under control. If they succeed, the PC will gain all the benefits of accepting it with the bonus of retaining control of the beast at all times unless something arises. If they fail, the DM gains control over of when the PC transforms, and they receive slightly bearlike features in their humanoid form.

Embracing the power gives the benefits of accepting and causes the preceding permanent changes to their character.

  • Strength becomes 21 (if not already)
  • Gain Darkvision to 120 feet (if not already)
  • Gain an additional 5 feet to their walking speed, plus a climbing speed equal
  • *In addition to the AC increase, they gain temporary hit points equal to twice their proficiency bonus plus their CON Modifier when transformed.
  • *Werebear damage Immunities become magical resistances.
  • *While transformed, they may make a bite attack or unarmed attack as a bonus action.
  • **A new bloodthirst will come and be more intense. This will be dictated in a way the DM sees.
  • There will be no way to remove the curse other than using the Wish spell.

*(NOTE: It is recommended that you can get rid of these for reasons of simplicity or balance for your game)

**(I made this open so that the DMs and PC could work out a solution that could benefit their game instead of making things more complicated. I recommend using the rules from the Lycan Blood Hunter Order by Matt Mercer or a bloodthirst system that relies on killing at least one creature at a set time limit)

Apex Beast. The Alpha is the culmination of the unrelenting will of one Dire Werebear that has topped itself amongst its group. By furthering down the path and fully embracing their curse, the residual energies from shadowfell emerges itself into a whole new form for it to protect and serve its herd. The curse permanently alters their humanoid form into a large behemoth with darker and grizzlier features that is now akin to a monstrosity with a human appearance. While transformed into its full bear form it is seen able to rival adult dragons, with some taking their bones to be worn as adornments after. As head of the pack, it serves to only itself and its pack, only socializing with others to negotiate for jobs that require would something menacing. 

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Monster Tags: Shapechanger

Habitat: MountainUnderdark

Melonkoly

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