Legendary Resistance (2/Day). If the werebearfails a saving throw, it can choose to succeed instead.
Shapechanger. The werebear can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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 Hearing and Smell. The werebear has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If the werebear moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the werebear can make one bite attack against it as a bonus action.
The werebear is a 11th lvl barbarian pact of the beast.
Form of the beast: In humanoid form, the werebear can transform into claws, which deal 2d8+5 slashing damage on a hit. When he takes the Attack action on his turn and make an attack with his claws, he can make one additional attack using his claws as part of the same action.
Rage (3 / Short or Long Rest). As a bonus action, the werebear can enter a rage at the start of its turn. The rage lasts for 1 minute or until the werebear is incapacitated. While raging, the werebear gains the following benefits:
- The werebear has advantage on Strength checks and Strength saving throws
- When it makes a melee weapon attack, the werebear gains a +3 bonus to the damage roll.
- The werebear has resistance to bludgeoning, piercing, and slashing damage
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- Target takes 2d12 psychic damage.
Relentless rage: If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead. The DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.
Bestial Soul: The natural weapons of the werebear count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Multiattack (Humanoid or Hybrid Form Only). In humanoid form, the werebear makes two GreatAxe attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) piercing damage or 18 (2d10 + 8) piercing damage while raging. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage or 17 (2d8 + 8) slashing damage while raging.
GreatAxe +1(Humanoid or Hybrid Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 6) slashing damage or 23(2d12 + 9) slashing damage while raging.
Longbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 11 (2d8 + 3) piercing damage.
Description
The curse of lycanthropy colliding with the powerful build of the giant, this massive warrior seems unstoppable and goes through his enemies ignoring his wounds.
Lair and Lair Actions
Endurance (cost 2 actions): The werebear regain the use of his stone endurance and his reaction (if he had expend it already )
Claw: The werebear makes one attack with his claw
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