Medium humanoid (lycanthrope, shapechanger), neutral good
Armor Class 10 in humanoid form, 11 (natural armor) in bear and hybrid form
Armor Class (suggested) 10 in humanoid form, 16 (natural armor) in bear and hybrid form
Hit Points 135 (18d8 + 54)
Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
Proficiency Bonus +3
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) |
Skills Perception +7
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Senses passive Perception 17
Languages Common (can’t speak in bear form)
Challenge 5 (1,800 XP)
Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. 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.
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
ACTIONS
- Multiattack. In bear form, the werebear makes two claw attacks and one bite attack. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.
- Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear lycanthropy.
- Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
- Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
- Bear Hug (Hybrid Form Only). The werebear can use its bonus action to grapple a creature that is Large or smaller. While the werebear is grappling a creature, it can use its action to squeeze the creature, dealing 13 (2d8 + 4) bludgeoning damage. The grappled creature must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of the werebear’s next turn. The werebear can only grapple one creature at a time with this ability.
- Bear Hug (Bear Form Only). The werebear can use its bonus action to grapple a creature that is Large or smaller. While the werebear is grappling a creature, it can use its action to squeeze the creature, dealing 11 (2d6 + 4) bludgeoning damage and 11 (2d6 + 4) piercing damage. The grappled creature must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of the werebear’s next turn. The werebear can only grapple one creature at a time with this ability.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
Werebears: The Shapechangers of D&D
Werebears are a type of lycanthrope, a humanoid who can transform into a bear or a hybrid of human and bear. They are the best known good-aligned lycanthropes, who worship Balador, the god of beasts and the hunt. They have a keen sense of smell and can communicate with bears.
Description
Werebears are usually large, stout, well-muscled, and hairy, with brown, black, blonde, red, or ivory hair that matches their fur color. They dress in simple cloth and leather garments that are easily removed, repaired, or replaced. The ursine form most often resembles a brown bear, but some have different fur colors depending on their region. Some werebears have blond, reddish, black, or ivory fur (the latter is common in frozen regions).
Combat
Werebears are formidable foes in combat, as they have high strength, natural armor, and damage immunity to nonmagical weapons that are not silvered. They can use weapons like greataxes or knives in their humanoid form, or claws and teeth in their bear or hybrid form. They prefer to avoid biting their enemies, as they do not want to spread their curse of lycanthropy. They can also summon any bears within a mile radius to aid them in battle. Werebears usually only transform into their animal forms when they are threatened or enraged, and they try to control their savage impulses. They also have a special ability called bear hug, which allows them to grapple and paralyze their enemies in their hybrid form.
Habitat / Society
Werebears live in secluded areas, such as forests, hills, or arctic regions, where they can be close to nature and avoid harming others. They often act as guardians of their territory, defending it from intruders and evil creatures. They also help travelers and villagers who need assistance or protection.
Werebears are normally solitary creatures. As humans, they build cabins far from settled areas, preferably in a deep forest near well-stocked waters. Werebears do not marry although they may have preferred mates they meet on a very irregular basis. Females bear 1-2 children in human form. Such children are very stout and grow quickly. Within eight years they gain adolescence and the ability to change into werebears.
Shortly after, the mother drives the children out and seeks a mate to start the cycle anew. The newly independent young are discreetly guided and assisted by older werebears. Despite their apparent isolationism and rugged individualism, werebears have a sense of community. They never attack each other and aid any werebear threatened by another lycanthrope species.
Werebears are closest to forest-dwelling classes like rangers, druids, and wildlife-oriented priests. They rarely enter villages and never enter cities except in dire emergencies or to help other good-aligned people, especially those threatened by evil lycanthropes. Werebears hate wererats and werewolves.
The average werebear claims a territory 1 to 4 square miles in size. Fishing areas are open to all werebears. A werebear feels a close bond to its home region, acting as a game warden to protect its territory and the animals therein from the ravages of intruders.
Werebears do not travel a great deal. Only the rare individual (usually young) can be coaxed into joining a band of adventurers. Werebears may join an adventuring group as guides, provided the money is right and the job is agreeable.
Ecology
Werebears are omnivorous, preferring fish, small mammals, and a honey-rich mead. This mead is extremely intoxicating to normal humans. Werebears do not harm animals or plants that are under their protection, unless they are starving or provoked.
Werebears are usually born from other werebears who pass on their curse through inheritance. Some werebears may also infect willing humanoids who share their ideals and values, and then train them to control their lycanthropy.
Werebears have few natural enemies. Their closest enemies are the werewolves who share their preferred wilderness regions.
Werebears have a natural lifespan of about 150 years.
Werebear’s parts are employed as material component to empower the following spells: