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Werebear Creature4

Uncommon LG Large Beast

Human Humanoid Werecreature

Senses 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

Items chain shirt, greataxe, hatchet (8)

Bear Empathy (divination, primal) The werebear can communicate with ursines.

AC 23; Fort +12, Ref +10, Will +10

HP 75; Weaknesses silver 5

Speed 25 feet

Melee [one-action] claw +13 (agile, reach 10 feet), Damage 1d10+7 slashing plus Grab

Melee [one-action] greataxe +13 (reach 10 feet, sweep), Damage 1d12+7 slashing

Melee [one-action] hatchet +13 (agile, sweep), Damage 1d6+7 slashing

Melee [one-action] jaws +13 (reach 10 feet), Damage 1d12+7 piercing plus curse of the werebear

Ranged [one-action] hatchet +10 (agile, sweep, thrown 10 feet), Damage 1d6+7 slashing

Change Shape [one-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); Saving Throw DC 22 Fortitude.

Hunt Prey [one-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)

Precision Edge The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns.


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.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.