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Pathfinder Second Edition

Compendium

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Werebear

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Unlike many other types of Werecreature, a Werebear does not become malevolent during its involuntary transformations, but is instead filled with righteous conviction. This indignation can still manifest in violent ways, though, as a transformed Werebear becomes temporarily blind to its alliances and has little control over its bestial temper. As a result, werebears are loners, rarely even living together as families longer than necessary. Werebears know that as long as they live solitary lives, they can serve as protectors and guardians in wilderness regions without the overwhelming fear that, when the moon is full and the curse takes hold, they will rage against an innocent bystander or loved one. As long as there is nothing around to threaten it or the natural area it protects (typically a forest), a Werebear in its Animal form is generally content to forage and sleep away the night.

Attributes

Werebear

Creature 4

LGLargeUncommon, Beast, Human, Humanoid, Werecreature
  • Perception11; low-light vision, scent (imprecise) 30 feet
  • LanguagesCommon, bear empathy
  • Skills athletics 12 medicine 9 nature 11 stealth 11 survival 11
  • Str5Dex2Con4Int 1Wis3Cha-1
  • Items chain shirt greataxe hatchet (8)
  • AC 23 Fort12Ref10Will10
  • HP 75 Weaknessessilver 5
  • Bear Empathy The werebear can communicate with ursines.
  • Speed25 feet,
  • Melee claw 13 (agile, reach 10 feet) Damage1d10+7 slashing plus Grabgreataxe 13 (reach 10 feet, sweep) Damage1d12+7 slashing hatchet 13 (agile, sweep) Damage1d6+7 slashing jaws 13 (reach 10 feet, sweep) Damage1d12+7 piercing plus curse of the werebear
  • Ranged hatchet 10 (agile, sweep, thrown 10 feet) (range 10)Damage1d6+7 slashing
  • Change Shape (concentrate, polymorph, primal, transmutation) Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet. 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, necromancy, primal) Saving Throw: DC 22 Fortitude. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werebear 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) Requirements: The werebear can see or hear the target or is Tracking it in exploration mode. Effect: The werebear gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. The werebear also ignores the penalty for making ranged attacks within its second range increment against the prey it's hunting. The werebear can designate only one creature as its hunted prey at a time. If it uses Hunt Prey against a different creature, the prior creature loses the designation and the new prey gains the designation. In any case, this designation lasts until the werebear's next daily preparation.
  • Mauler The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.
  • Moon Frenzy (polymorph, primal, transmutation) When a full moon appears in the night sky, the werebear must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increase its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werebear returns to humanoid form and is fatigued for 2d4 (2d4) hours.
  • Precision Edge The werebear deals 1d8 (1d8) additional precision damage on its first successful Strike against its hunted target on each of its turns.