Medium or Small Monstrosity (Lycanthrope), Neutral Good
AC 15    Initiative +3 (13)
HP 135 (18d8 + 54)
Speed 30 ft., Climb 30 ft.
Mod Save
STR 19 +4 +4
DEX 10 +0 +0
CON 17 +3 +3
Mod Save
INT 11 +0 +0
WIS 12 +1 +1
CHA 12 +1 +1
Skills Perception +7
Resistances Bludgeoning, Piercing, and Slashing from Magical Attacks
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Gear Handaxes (4)
Senses Darkvision 60 ft.; Passive Perception 17
Languages Common (can’t speak in bear form)
CR 6 (XP 2,300; PB +3)
Traits

Pack Member. The werebeast has Advantage on an attack roll against a creature if at least one of the werebeast‘s  allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated condition. Additionally, the werebeast must obey the orders of the pack alpha. The first time each day a werebeast disobeys the alpha, it takes 5d10 psychic damage. Any werebeast can challenge the pack alpha to a fight to the death. If successful, the challenger become the new pack alpha.

Regeneration. The werebear regains 17 Hit Points at the start of each of its turns. If the werebeast takes damage from a silvered weapon, this trait doesn’t function on the werebeast’s next turn. The werebeast dies only if it starts its turn with 0 Hit Points and doesn’t regenerate.

Blessing of Mother Night. The werebeast is immune to nonmagical bludgeoning, slashing, and piercing damage (this does not include fall damage or damage dealt by another werebeast or a silvered weapon). The werebeast is resistant to magical bludgeoning, slashing, and piercing damage dealt

Actions

Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.

Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Barovian werebeast (see chart below) under the DM’s control and has 10 Hit Points. Success: The target is immune to this werebeast’s curse for 24 hours.

Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage.

Rend (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.

 

Barovian Werebeast Table

1- Barovian Wererat

2- Barovian Werebadger

3- Barovian Wereboar

4- Barovian Werewolf

5- Barovian Werepanther

6- Barovian Werebear

7- Barovian Polar Werebear

8- Barovian Weremammoth

9- Barovian Weredragon

10- Barovian Werepyr

Bonus Actions

Shape-Shift. The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Habitat: ArcticForestHill

CajunRobinHood

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