{ "ac": 23, "alignment": "LG", "breadcrumbs_spa": [], "category": "creature", "charisma": -1, "constitution": 4, "creature_ability": [ "Bear Empathy", "Change Shape", "Curse of the Werebear", "Hunt Prey", "Mauler", "Moon Frenzy", "Precision Edge" ], "creature_family": "Werecreature", "creature_family_markdown": "[Werecreature](/MonsterFamilies.aspx?ID=100)", "dexterity": 2, "exclude_from_search": false, "fortitude_save": 12, "hp": 75, "hp_raw": "75", "id": "creature-412", "image": [ "/Images/Monsters/Werecreature_Werebear.png" ], "intelligence": 1, "language": [ "Common", "bear empathy" ], "language_markdown": "[Common](/Languages.aspx?ID=1); bear empathy", "level": 4, "markdown": "[Werebear](/Monsters.aspx?ID=412)\r\n\r\n\r\n\r\n\r\n\r\nUnlike 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.\r\n\r\n\r\n**[Recall Knowledge - Beast](/Rules.aspx?ID=563)**\r\n([Arcana](/Skills.aspx?ID=2), [Nature](/Skills.aspx?ID=10)): DC 21\r\n\r\n**[Recall Knowledge - Humanoid](/Rules.aspx?ID=563)**\r\n([Society](/Skills.aspx?ID=14)): DC 21\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 19\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 16\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Werebear](/Monsters.aspx?ID=412)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary](/Sources.aspx?ID=2) pg. 331\n\n**Perception** +11; low-light vision, scent (imprecise) 30 feet\r\n\r\n**Languages**\r\n[Common](/Languages.aspx?ID=1); bear empathy\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +12, [Medicine](/Skills.aspx?ID=9) +9, [Nature](/Skills.aspx?ID=10) +11, [Stealth](/Skills.aspx?ID=15) +11, [Survival](/Skills.aspx?ID=16) +11\r\n\r\n\r\n**Str** +5\r\n\r\n**Dex** +2\r\n\r\n**Con** +4\r\n\r\n**Int** +1\r\n\r\n**Wis** +3\r\n\r\n**Cha** -1\r\n\r\n\r\n**Bear Empathy** ([divination](/Traits.aspx?ID=47), [primal](/Traits.aspx?ID=134)) The werebear can communicate with ursines.\r\n\r\n**Items**\r\n[Chain Shirt](/Armor.aspx?ID=6), [Hatchet](/Weapons.aspx?ID=27) (8)\r\n\r\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 23 \r\n\r\n**Fort** +12 \r\n\r\n**Ref** +10 \r\n\r\n**Will** +10 \n\n\r\n\r\n**HP** 75\n\n**Weaknesses**\r\nsilver 5\n\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 25 feet\r\n\r\n**Melee**\r\n\r\nclaw +13 ([Agile](/Traits.aspx?ID=170), [reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 1d10+7 slashing plus Grab\r\n\r\n**Melee**\r\n\r\ngreataxe +13 ([reach 10 feet](/Traits.aspx?ID=192), [Sweep](/Traits.aspx?ID=194)),\r\n**Damage** 1d12+7 slashing\r\n\r\n**Melee**\r\n\r\nhatchet +13 ([Agile](/Traits.aspx?ID=170), [Sweep](/Traits.aspx?ID=194)),\r\n**Damage** 1d6+7 slashing\r\n\r\n**Melee**\r\n\r\njaws +13 ([reach 10 feet](/Traits.aspx?ID=192)),\r\n**Damage** 1d12+7 piercing plus curse of the werebear\r\n\r\n**Ranged**\r\n\r\nhatchet +10 ([Agile](/Traits.aspx?ID=170), [Sweep](/Traits.aspx?ID=194), [thrown 10 feet](/Traits.aspx?ID=195)),\r\n**Damage** 1d6+7 slashing\n\n**[Change Shape](/MonsterAbilities.aspx?ID=8)** ([Concentrate](/Traits.aspx?ID=32), [Polymorph](/Traits.aspx?ID=127), [Primal](/Traits.aspx?ID=134), [Transmutation](/Traits.aspx?ID=157)) Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet.\r\n\r\n**Curse of the Werebear** ([Curse](/Traits.aspx?ID=38), [Necromancy](/Traits.aspx?ID=117), [Primal](/Traits.aspx?ID=134)) This curse affects only humanoids. **Saving Throw** DC 22 Fortitude save. 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.\r\n\r\n**Hunt Prey** ([Concentrate](/Traits.aspx?ID=32)) **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.\r\n\r\n**Mauler** The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.\r\n\r\n**Moon Frenzy** ([Polymorph](/Traits.aspx?ID=127), [Primal](/Traits.aspx?ID=134), [Transmutation](/Traits.aspx?ID=157)) When a full moon appears in the night sky, the werebear 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 werebear returns to humanoid form and is fatigued for 2d4 hours.\r\n\r\n**Precision Edge** The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns.\r\n\r\n\n\n", "name": "Werebear", "npc": false, "perception": 11, "pfs": "Standard", "rarity": "uncommon", "reflex_save": 10, "release_date": "2019-08-01", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary](/Sources.aspx?ID=2) pg. 331\r\n\r\n**Creature Family** [Werecreature](/MonsterFamilies.aspx?ID=100)\r\n\r\n\r\n**HP** 75\r\n\r\n**AC** 23\r\n\r\n**Fort** +12\r\n\r\n**Ref** +10\r\n\r\n**Will** +10\r\n\r\n**Perception** +11\r\n\r\n\r\n\r\n---\r\n\r\n\r\nUnlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with …\r\n", "sense": "low-light vision, scent (imprecise) 30 feet", "sense_markdown": "low-light vision, scent (imprecise) 30 feet", "size": [ "Large" ], "skill": [ "Athletics +12", "Medicine +9", "Nature +11", "Stealth +11", "Survival +11" ], "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +12, [Medicine](/Skills.aspx?ID=9) +9, [Nature](/Skills.aspx?ID=10) +11, [Stealth](/Skills.aspx?ID=15) +11, [Survival](/Skills.aspx?ID=16) +11", "source": [ "Bestiary" ], "source_raw": [ "Bestiary pg. 331" ], "source_category": "Rulebooks", "source_markdown": "[Bestiary](/Sources.aspx?ID=2) pg. 331", "speed": { "land": 25, "max": 25 }, "speed_markdown": "25 feet", "speed_raw": "25 feet", "spell_markdown": "", "stealth": "11", "strength": 5, "strongest_save": [ "fort", "fortitude" ], "summary": "Unlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with …", "summary_markdown": "Unlike many other types of werecreature, a werebear does not become malevolent during its involuntary transformations, but is instead filled with …", "text": " Werebear 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. Recall Knowledge - Beast (Arcana, Nature): DC 21 Recall Knowledge - Humanoid (Society): DC 21 Unspecific Lore : DC 19 Specific Lore : DC 16 Werebear Source Bestiary pg. 331 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 Bear Empathy (divination, primal) The werebear can communicate with ursines. Items Chain Shirt, Hatchet (8) --- AC 23 Fort +12 Ref +10 Will +10 HP 75 Weaknesses silver 5 --- Speed 25 feet Melee Single Action claw +13 (Agile, reach 10 feet), Damage 1d10+7 slashing plus Grab Melee Single Action greataxe +13 (reach 10 feet, Sweep), Damage 1d12+7 slashing Melee Single Action hatchet +13 (Agile, Sweep), Damage 1d6+7 slashing Melee Single Action jaws +13 (reach 10 feet), Damage 1d12+7 piercing plus curse of the werebear Ranged Single Action hatchet +10 (Agile, Sweep, thrown 10 feet), Damage 1d6+7 slashing Change Shape Single Action (Concentrate, Polymorph, Primal, Transmutation) Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet. Curse of the Werebear (Curse, Necromancy, Primal) This curse affects only humanoids. Saving Throw DC 22 Fortitude save. 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 Single 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 werebear 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 werebear returns to humanoid form and is fatigued for 2d4 hours. Precision Edge The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns. ", "trait": [ "Beast", "Human", "Humanoid", "Uncommon", "Werecreature", "LG", "Large" ], "trait_markdown": "[Beast](/Traits.aspx?ID=20), [Human](/Traits.aspx?ID=90), [Humanoid](/Traits.aspx?ID=91), [Uncommon](/Traits.aspx?ID=159), [Werecreature](/Traits.aspx?ID=243)", "trait_raw": [ "Beast", "Human", "Humanoid", "Uncommon", "Werecreature" ], "type": "Creature", "url": "/Monsters.aspx?ID=412", "vision": "Low-light vision", "weakest_save": [ "ref", "reflex", "will" ], "weakness": { "silver": 5 }, "weakness_markdown": "silver 5", "weakness_raw": "silver 5", "will_save": 10, "wisdom": 3 }