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WerebearCreature 4


UncommonLGLargeBeastHumanHumanoidWerecreature
Source Pathfinder Bestiary
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

Claw One Action +13 (+9, +5) to hit (agile, reach 10) 1d10+7 Slashing
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
Jaws One Action +13 (+8, +3) to hit (reach 10) 1d12+7 Piercing
Hatchet One Action +10 (+6, +2) to hit (agile, sweep, thrown 10) 1d6+7 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Bear Empathy (divination, primal)

A werebear can communicate with ursines.

Change Shape One Action (concentrate, polymorph, primal, transmutation)

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, necromancy, primal)

This curse affects only humanoids.

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 One Action (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 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 Strike 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

Precision Edge

The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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.


Werecreatures are humanoids doomed to transform into animals and animal-humanoid 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.

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.