Undead Werebear

Human Form

Medium humanoid (human), unaligned

Armor Class 8 (16 with barkskin)
Hit Points 27 (5d8 + 5)
Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 6 (–2) 16 (+3) 3 (–4) 10 (+0) 8 (–1)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages An undead werebear understands Common and Druidic, but can’t speak
Challenge 2 (450 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Bear Form (1/day). An undead werebear transforms into his undead bear form, remaining this way for 4 hours or until reduced to 0 hit points.
  • Defensive Instinct. While combat ensues, An undead werebear’s instincts take over and he casts barkskin on himself as a bonus action.
  • Spellcasting. Though a powerful druid, an undead werebear’s curse has reduced him to a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 10, +2 to hit with spell attacks). He has the following druid spells prepared:
  • Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

ACTIONS

  • Chaos. While in human zombie form, an undead werebear’s actions are uncontrolled. Roll a d6 on each of his turns and consult Table: Random Actions to determine what he does.
  • Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Table: Random Actions
d6 Action
1–2 Slam Attack
3–4 Casts a random cantrip or spell
5–6 Transforms into bear form (see stat block)

Bear form

Large undead (beast), unaligned

Armor Class 12 (natural armor)
Hit Points 45 (5d10 + 15)
Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (–4) 13 (+1) 7 (–2)

Skills Perception +3
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages An undead werebear understands Common and Druidic, but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

SPECIAL TRAITS

  • Stench. The bear’s hide is covered in festering wounds and reeks of rot and decay. Any creature that starts its turn within 5 feet of the bear must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the bear’s Stench for 24 hours.
  • Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. On a failure, an undead werebear reverts to his zombie human form with 27 hit points.

ACTIONS

  • Multiattack. The bear makes two attacks: one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Section 15: Copyright Notice

Potbellied Kobold’s Guide to Villains & Lairs Copyright 2022 Jeff Stevens Games LLC. Author Jeff C. Stevens

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