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WerebearCreature 4


UncommonLargeBeastHumanHumanoidWerecreature
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

AC 23; Fort +12; Reflex +10; Will +10;
HP 75
Speed 25 feet
Weaknesses Silver 5

Greataxe One Action +13 (+8, +3) to hit (reach 10, sweep) 1d12+7 Slashing
Hatchet One Action +13 (+9, +5) to hit (agile, sweep) 1d6+7 Slashing
Hatchet One Action +10 (+6, +2) to hit (agile, sweep, thrown 10) 1d6+7 Slashing

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.

Change Shape One Action (concentrate, polymorph, primal)

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.

Hunt Prey One Action (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.

Effect: Moon Frenzy


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 werebear in its animal form is generally content to forage and sleep away the night.


Werecreatures are humanoids doomed to transform into animals and animalhumanoid hybrids under the light of the full moon. These shapechanging creatures are the result of an ancient primal curse that they can, in turn, transmit through their own bites. Their ability to lurk unseen in the wilds as well as among people, combined with the contagiousness of their condition, makes werecreatures a perennial cause of panicked suspicion.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Werecreature

These shapechanging creatures can shift between animal, humanoid, and hybrid forms.