Svalblod Bear (5e Creature)
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Svalblod Bear[edit]
Large beast, chaotic evil Armor Class 16 (natural armor)
Skills Perception +2 Fear Aura. Any creature hostile to the bear that starts its turn within 20 feet of the beaar must make a DC 18 Wisdom saving throw, unless the bear is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the bear's Fear Aura for the next 24 hours. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. The Curse of Svalblod. If the bear inflicts deep (If the bear has inflicted damage in total exceeding half of the enemy's hit points) wounds on the humanoid enemy or he used his Mauling ability, then the creature becomes cursed. The cursed creature must pass a DC 14 Constitution saving throw, if it fails, the creature will transform into a Svalblod Bear. Within 24 hours, this curse can be lifted with an ordinary spell remove curse. After this time, the curse can become irreversible. Stage 1. 3 turns later, after the creature was cursed, the creature becomes possessed. Possessed creatures become incapacitated until they become hybrids. The creature squeezes its head trying to get rid of the voice that constantly whispers to it: kill. Stage 2. 10 turns later, after the creature was cursed, it becomes a Svalblod Hybrid. Stage 3. 30 turns later, after the creature was cursed, it ends up turning into a Svalblod Bear. After a complete transformation, the creature remains a bear for the rest of its life or until someone removes the curse. During the years he has lived in the skin of a bear, he can completely forget his past life. ACTIONSMultiattack. The bear makes three attacks: one with its bite and two with its claws. Until he has achieved a complete transformation, in the form of a hybrid, he can make two attacks: two with its claws or one with its bite and one with its claws. Bite (Bear or Hybrid Form). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Claw (Bear or Hybrid Form). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Mauling (Bear Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage and 14 (2d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with Svlablod.
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Svalblod Bears, on Skellige known as berserkers, are therianthropes who transform into bears or half-bears. As other such creatures, they are hardly hurt by steel but are still very vulnerable to silver. Like other kinds of therianthropy, the "arctanthropy" can be acquired either as a result of a curse or inherited from werebear parents. However, it is likely that a bite from a werebear does not result in the victim becoming a werebear as well. That said, on the Skellige Isles, a group of Svalblod worshipers called Vildkaarls invented another, "controllable" way of becoming a berserker. After a complicated ritual involving psilocybe mushrooms and what seemed to be allowing wild bears to eat the cultists alive, the fierce warriors used to rise and spill blood in the name of their god. Werebears are exceptionally strong, even tougher and more relentless than real bears. It is possible that they enjoy the company of ursines, such as werewolves stick to canines, werecats to felids and wererats to murids. |
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