Lycanthrope, Werebear

This humanoid is covered in shaggy fur and carries a heavy axe in one of his clawed hands.

Werebear (human form) CR 4*

XP 1,200
Human
natural werebear ranger 4
LG Medium humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 34 (4d10+8)
Fort +5, Ref +6, Will +2

OFFENSE

Speed 30 ft.
Melee mwk battleaxe +9 (1d8+4/×3)
Ranged mwk throwing axe +7 (1d6+3)
Special Attacks favored enemy (orcs +2)
Ranger Spells Prepared (CL 1st; concentration +2)

1st—detect poison

STATISTICS

Str 16, Dex 14, Con 13, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Endurance, Point-Blank Shot, Power Attack, Run, Weapon Focus (battleaxe)
Skills Climb +8, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +7, Survival +8, Swim +8
Languages Common, Sylvan
SQ change shape (human, hybrid, and grizzly bear; polymorph), favored terrain (forest +2), hunter’s bond (companions), lycanthropic empathy (bears and dire bears), track +2

Werebear (Hybrid Form)*
CR 4*

XP 1,200
Human
natural werebear ranger 4
LG Large humanoid (human, shapechanger)
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 23, touch 11, flat-footed 21 (+4 armor, +2 Dex, +8 natural, -1 size)
hp 46 (4d10+20)
Fort +6, Ref +6, Will +2
DR 10/silver

OFFENSE

Speed 30 ft.
Melee mwk battleaxe +10 (2d6+5/×3), bite +3 (1d8+2 plus curse of lycanthropy), claw +3 (1d6+2 plus grab)
Ranged mwk throwing axe +7 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks favored enemy (orcs +2)
Ranger Spells Prepared (CL 1st; concentration +2)

1st— detect poison

STATISTICS

Str 21, Dex 14, Con 19, Int 12, Wis 12, Cha 8
Base Atk +4; CMB +8 (+12 grapple); CMD 20
Feats Endurance, Point-Blank Shot, Power Attack, Run, Weapon Focus (battleaxe)
Skills Climb +9, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +3, Survival +8, Swim +10
Languages Common
SQ change shape (human, hybrid, and bear; polymorph), favored terrain (forest +2), hunter’s bond (companions), lycanthropic empathy (bears and dire bears), track +2


ECOLOGY

More About Werebears

Even more so than werebear-kin, werebears are natural protectors of the wilderness, and they often associate closely with druids and clerics of nature deities. Although they prefer solitude even more than werebear-kin do, they feel compelled to ensure others benefit from their guidance and magic. Werebears are loners much of the time, but often form small, temporary family units when rearing children. Werebears generally think of all their kin as family, including werebear-kin, and most keep in touch with all family members for security and to share their experiences.

Werebears normally avoid adventure, so adventurers of this species tend to break the mold in more than one way.

Most often, they are restless wanderers who think of the world as their home or failed guardians who survived the destruction of their homes and seek a new purpose or atonement for failure. Others seek out rival lycanthropes in an attempt to reform and support them or, failing that, end the threat they pose to humanity and nature alike.

Source Pathfinder Player Companion: Blood of the Moon

Environment any forests
Organization solitary, pair, family (3–6), or troupe (3–6 plus 1–4 black or grizzly bears)
Treasure NPC gear (chain shirt, masterwork battleaxe, 2 masterwork throwing axes, other treasure)

In their humanoid forms, werebears tend to be muscular and broad-shouldered, with stark facial features and dark eyes. Their hair is usually red, brown, or black, and they look like they are used to a lifetime of hard work. Though by far the most benign of common lycanthropes, werebears are shunned by most normal folk, who fear and mistrust their animal transformations. Most live as recluses in forested areas or in small family units among their own kind. They avoid confrontations with strangers but do not hesitate to drive evil humanoids out of their territory.

Some werebears are angry and violent, because of either temperament or a lifetime of harassment from others, and these mean ones aren’t afraid to put an axe in a trespasser’s face or eat someone who pushes them too far. Cool-headed werebears don’t like to speak of these individuals with strangers.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim

Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.
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