Medium Humanoid (Shapechanger), Neutral Good
AC 16 natural armor    Initiative +0 (10)
HP 161 (19d8 + 76)
Speed 30 ft.
Mod Save
STR 20 +5 +5
DEX 10 +0 +0
CON 18 +4 +4
Mod Save
INT 10 +0 +0
WIS 15 +2 +2
CHA 10 +0 +0
Skills Athletics +8, Perception +8, Survival +5
Vulnerabilities Fire
Resistances Cold; Bludgeoning, Piercing, and Slashing from Magical Attacks
Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 18
Languages Common, Giant (can't speak in bear form)
CR 8 (XP 3,900; 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 werebeast regains 18 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

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

Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet.

Powerful Build (Humanoid Form Only). The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Shapechanger. The werebear can use its action to polymorph into a Large bear–humanoid hybrid or into a Large polar bear, or back into its goliath form. 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.

Actions

Multiattack. The werebear makes two melee attacks.

Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a 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.

Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) 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

Reactions

Frozen Endurance (Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4).

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2026 5:41:45 PM
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7/1/2026 9:18:10 PM
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CajunRobinHood

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