Werebear

- Size: Medium or Small
- Type: Monstrosity (Lycanthrope)
- Alignment: Neutral Good
- AC: 15
- Initiative: +3 (13)
- HP: 135 (18d8 + 54)
- Speed: 30 ft, 40 ft. (bear form only), Climb 30 ft. (bear form only)
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 19 | +4 | +4 |
| DEX | 10 | +0 | +0 |
| CON | 17 | +3 | +3 |
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 12 | +1 | +1 |
- Skills: Perception +7
- Gear: Handaxes (4)
- Senses: Darkvision 60 ft.; Passive Perception 17
- Languages: Common (can't speak in bear form)
- CR: 5 (XP 1,800; PB +3)
Actions
Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.
Bite (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the GM's control and has 10 Hit Points. Success: The target is immune to this werebear's curse for 24 hours.
Handaxe (Humanoid or Hybrid Form Only). Melee or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage.
Rend (Bear or Hybrid Form Only). Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
Bonus Actions
Shape-Shift. The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Lore & Background
Werebears are among the most benevolent of lycanthropes, representing a fusion of human intelligence with the protective instincts and physical power of great bears. Unlike many shapeshifters who struggle with their dual nature, werebears often embrace their condition as a gift that allows them to better protect wilderness areas and the creatures that dwell within them. They typically live as hermits or in small communities on the edges of civilization, serving as guardians of natural places.
Living primarily in forested and mountainous regions, werebears establish territories that they protect from harmful intrusion while maintaining careful relationships with local communities. They possess a strong moral compass that drives them to defend the innocent and punish those who would exploit or harm nature. Their dual form allows them to interact with both civilized society and wild animals, making them effective mediators between the two worlds.
Combat Tactics
Werebears are formidable combatants who prefer to warn opponents before resorting to violence, but fight ferociously when protecting their territory or innocent creatures. They use their massive strength and natural weapons in bear form while retaining tactical intelligence from their human side. Their natural resistance to most weapons makes them extremely dangerous opponents in prolonged combat.
In battle, werebears attempt to grapple and subdue opponents rather than kill them outright, preferring to drive away threats rather than destroy them. They use their intimidating presence and powerful roars to discourage enemies while positioning themselves to protect any innocents in the area. When forced to fight seriously, they employ their claws and bite with devastating effectiveness.
Encounter Ideas
1. The Forest Guardian A werebear protects an ancient grove from logging operations, creating conflict between economic interests and environmental preservation. The party must mediate this dispute while understanding both perspectives and finding sustainable solutions.
2. The Reluctant Guide A werebear offers to guide the party through dangerous wilderness in exchange for help dealing with poachers or other threats to local wildlife. The journey tests both navigation skills and the party's commitment to environmental protection.
3. The Lycanthrope Community The party discovers a small settlement of werebears and other good-aligned lycanthropes who have created a peaceful society. External threats force the party to decide whether to help defend this unusual community from persecution.
4. The Cursed Protector A werebear's lycanthropy is slowly driving it toward madness despite its naturally good disposition. The party must find a way to help stabilize the creature's condition while protecting the area it guards from less benevolent forces.
Environmental Effects
- Wildlife Harmony: Areas under werebear protection experience increased biodiversity and healthy ecosystem balance
- Natural Barriers: The werebear's territory is marked by strategic placement of natural obstacles and warning signs
- Predator Balance: The presence of werebears keeps more dangerous predators away from populated areas
- Seasonal Patterns: Werebear behavior changes with natural cycles, affecting their interaction with visitors and threats
Treasure
- Bear Pelts (100-500 gp): Thick fur that provides excellent insulation and protection from cold environments
- Natural Remedies (50-300 gp): Medicinal plants and preparations known to werebears through their connection to nature
- Wilderness Maps (100-600 gp): Detailed knowledge of forest paths, safe camping sites, and natural resources
- Protective Charms (200-1000 gp): Items crafted to ward off harmful magic or dangerous creatures
- Territory Markers (varies): Objects that establish werebear territorial boundaries, respected by local wildlife
Plot Hooks
1. The Environmental Crisis A werebear seeks the party's help in investigating supernatural blight or pollution that threatens its protected territory, leading to conflicts with industrial interests or magical corruption.
2. The Lycanthrope Network Werebears communicate with other lycanthropes across vast distances, asking the party to carry messages or coordinate efforts to deal with threats that affect multiple territories.
3. The Succession Question An aging werebear must choose a successor to protect its territory, but the candidates include both lycanthropes and normal humans with different philosophies about wilderness management.
4. The Ancient Alliance A werebear calls upon old agreements with human communities, asking for help in exchange for past protection services while testing whether modern people still honor traditional pacts with nature guardians.