Werebear Lord (5e Creature)
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Medium humanoid (human, shapechanger), neutral good
Armor Class 12 in humanoid form, 18 (natural armor) in bear or hybrid form
Saving Throws Str +12, Con +11, Wis +6
Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a dire 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.
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Savage Attacker. The werebear can reroll damage dice and take the higher of the two rolled.
Cleaver. When the werebear reduces a creature to 0 hit points, it can make one additional melee attack against a creature within reach.
Speak with Bears. The werebear can communicate with bears and bear-like creatures as if they shared a language.
Natural Weapon Mastery. The werebear adds its proficiency bonus to the damage rolls for its bite or claw attacks (included in the attacks).
Multiattack. The werebear makes three attacks, only one of which can be a bite.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (2d10 + 12) piercing damage. If the target is a humanoid, it must succeed on a DC 19 Constitution saving throw or be cursed with werebear lycanthropy.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (2d8 + 12) slashing damage.
+2 Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +14 to hit, reach 5 ft. (10 ft. in hybrid form), one target. Hit: 15 (1d12 + 9) slashing damage
A werebear lord is a powerful warrior that has embraced its bear lycanthropy and has lived with it for centuries. As their standard counterparts, they seldom give their lycanthropy to others. They often speak with an aggressive tone though they are ultimately good-hearted.
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