Werebear, Hybrid Form | CR 5 |
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Always LG Large Humanoid (Human, Shapechanger) Init +1; Senses low-light vision, scent; Listen +4, Spot +5 Languages —; bear empathy |
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AC 17, touch 10, flat-footed 16 hp 62 (1 HD); DR 10/silver Fort +12, Ref +6, Will +4 |
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Speed 30 ft., Melee Greataxe +11 (1d12+13/x3) and bite +11 (1d8+4); or Melee Claw +13 (1d6+9) and greataxe +9 (1d12+4/x3) and bite +11 (1d8+4); or Melee 2 claws +13 (1d6+9) and bite +11 (1d8+4) Space 10 ft.; Reach 10 ft. Base Atk +5; Grp +18 Atk Options Power Attack Special Actions alternate form |
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Abilities Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 SQ curse of lycanthropy Feats Endurance, Multiattack, Power Attack, Run, Iron Will, Track Skills Handle Animal +3, Listen +4, Spot +5, Swim +9 Advancement By character class Level adjustment +3 |
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Alternate Form (Su) A werebear can assume the form of a brown bear or a bear-humanoid hybrid.
Bear Empathy (Ex) Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.
Curse of Lycanthropy (Su) Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex) To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills Werebears have a +4 racial bonus on Swim checks in any bear form. |