Medium Humanoid (Human, Shapechanger), Neutral Good
AC 15 in humanoid form (+2 with shield), 16 (natural armor) in bear and hybrid form    Initiative +2 (12)
HP 151 (18d8 + 60)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 19 +4 +7
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 8 −1 −1
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.; Passive Perception 17
Languages Common (can't speak in bear form), Orc (can't speak in bear form)
CR 7 (XP 2,900; PB +3)
Traits

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.

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

Unarmored Defense. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Spells. Ritual cast Speak with Animals(1st), Beast Sense(2nd)

Danger Sense. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. You have an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

Actions

Multiattack. In bear form, the werebear makes two claw attacks. In humanoid form, it makes two Battle-axe or Javelin attacks. In hybrid form, it can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8 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: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Battle-Axe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Javelin (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Bonus Actions

Rage. Up to 3 times per long rest, as a bonus action you can enter rage, but lose complete control and may attack friend or foe. While raging, you have advantage on Strength checks and Strength saving throws and get +2 damage bonus when attacking. You have resistance to bludgeoning, piercing, and slashing damage but still vulnerable to non-magic silver weapons.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Reactions
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Totem Warrior (Eagle). While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.

Description

Half-Orc Barbarian 3rd level and accomplished explorer before being accidentally bitten in a rage. Not sure what to do, Tim to grumpy decided to return home to his people and help guide them for the future. He believes that he was cursed to atone for the evils of his family, and he must cleanse his bloodline through his actions.

He accepted the curse and learned to control it with some effort, though when he loses his temper, the rage takes control, and all must beware his fury! 

Monster Tags: Shapechanger

Habitat: ArcticForestHill

Aasylum

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