Large Beast, Unaligned
Armor Class 16
Hit Points 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
14 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Athletics +5, Intimidation +5, Perception +3
Senses Passive Perception 13
Languages Common (Can Understand, Not Speak)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Is Boots Too Mad? The player can use a bonus action to return Boots to his original form, but must pass a DC 5 persuasion check. If the player fails, Boots will become furious. Boots will stay in a rage until he is knocked out or calms down of his own will, and will begin attacking anyone and everyone, except the player, in the immediate area.

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

Actions

Multiattack. (WereApe form only). Boots makes two attacks: two with its spear (humanoid form) or One with its bite and one with its claws.

Bite. 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. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Monster Tags: Misc Creature

Habitat: Forest

jonlancefish

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