Sigrid Jandevik
Creature 7 (unique) — beast, human, humanoid, werecreature
AnvilSnareLANDbeasthumanoidwerecreature
Source: wardens-of-wildwood-bestiary
Perception +15; low-light-vision, scent (imprecise) 30 feet
Languages common; bear empathy
Skills athletics +17, medicine +11, Mercantile Lore +13, nature +15, stealth +12, survival +15
Str
+6
Dex
+3
Con
+5
Int
+2
Wis
+4
Cha
+0
Items Greataxe, Hatchet (8), Chain Shirt
AC 24
Fort +18
Ref +13
Will +14
HP 140
Weaknesses silver 8
Speed 25 feet
Abilities
Bear Empathy — The werebear can communicate with ursine creatures.
The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
The werecreature can ask questions of, receive answers from, and use the Diplomacy skill with animals of its general kind.
Change Shape (concentrate, polymorph, primal) — Human
Size Medium
Melee fist +16 Damage 1d4+10
Grizzly Bear
Speed 35 feet
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Size Medium
Melee fist +16 Damage 1d4+10
Grizzly Bear
Speed 35 feet
The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape.
In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw.
In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Grab —
WORKS WELL WITH
SniperLANDRanged support can keep firing at a target this creature has grabbed and held in place, since it can't Step away.
FlankerLANDA mobile skirmisher can freely reposition around a foe this creature is grappling, since it isn't holding the line alone.
WeaverLANDA debuffing caster lowering saves makes the grab harder to escape once this creature has taken hold.
PUNISHES
✖ isolated positioning✖ low Athletics to escape a grab✖ melee clustering
Avoid pairing with another single-target grappler, since both compete to lock down the same isolated target and one ends up action-starved.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Sigrid Jandevik in the encounter builder — free, no install.
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