Werebear
Creature 4 (uncommon) — beast, human, humanoid, werecreature
CrasherAnvilLANDbeasthumanoidwerecreature
Unwavering conviction fills a werebear during their transformations. This can drive them zealously into noble causes, but it can also make them ruthless, violent, and single-minded. Alliances can fall from a werebear's mind as their bestial temper overcomes them and their goal overwhelms all. As a result, werebears are loners, rarely even living together as families longer than necessary. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a we
Source: pathfinder-monster-core
Perception +11; low-light-vision, scent (imprecise) 30 feet
Languages common; Bear Empathy
Skills athletics +12, medicine +9, nature +11, stealth +11, survival +11
Str
+5
Dex
+2
Con
+4
Int
+1
Wis
+3
Cha
-1
Items Greataxe, Hatchet (8), Chain Shirt
AC 23
Fort +12
Ref +10
Will +10
HP 75
Weaknesses silver 5
Speed 25 feet
Offense
Melee Greataxe (reach-10, sweep) +13, Damage 1d12+7 slashing
Melee Hatchet (agile, sweep) +13, Damage 1d6+7 slashing
Ranged Hatchet (agile, sweep, thrown-10) +10, Damage 1d6+7 slashing
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 +13 Damage 1d4+7
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 +13 Damage 1d4+7
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.
Curse of the Werebear (curse, primal) — This curse affects only humanoids.
Saving Throw DC 18 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.
The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Saving Throw DC 18 Fortitude
On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn.
The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Hunt Prey (concentrate) — The werebear designates a single creature they can see and hear, or one they're Tracking, as their prey. The werebear gains a +2 circumstance bonus to Perception checks when they Seek their prey and to Survival checks when they Track their prey. The first time the werebear hits the designated prey in a round, they deal an additional 1d8 precision damage. These effects last until the werebear uses Hunt Prey again.
Mauler — The werebear gains a +2 circumstance bonus to damage rolls against creatures it has Grabbed.
Moon Frenzy (polymorph, primal) — When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
When the moon sets or the sun rises, the werecreature returns to humanoid form and is Fatigued for 2d4 hours.
WORKS WELL WITH
SnareLANDA controller immobilizes the hunted target so the werebear's Hunt Prey bonus and Mauler damage reliably land.
SniperLANDRanged pressure keeps damage flowing while the werebear's reach and Sweep control the melee line.
WeaverLANDA caster's buffs and debuffs cover the werebear's lack of magical utility and extend the threat it poses.
PUNISHES
✖ clumping✖ isolated targets✖ ranged kiting
Avoid stacking with another aggressive brute; both compete for the same Hunt Prey target and frontline space.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Werebear in the encounter builder — free, no install.
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