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Werebear Sailor

Family: Lycanthropes

Medium humanoid (human, shapechanger), neutral good

Armor Class 11 (in humanoid form, 12 in wolf or hybrid form)
Hit Points 58 (9d8 + 18)
Speed 30 ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)

Skills Perception +4
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)

SPECIAL TRAITS

  • 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.
  • Teen Smell. The werebear has advantage on Wisglom (Perception) checks that rely on smell.

ACTIONS

  • Multiattack. In bear form, the werebear makes two claw attacks. 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: (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: (2d8 + 4) slashing damage.
  • Greataxe. (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d12 + 4) slashing damage.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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