12
150 (20d8 + 60)
walk 30 ft. (50 ft. and 30 ft. climb in hybrid and kindred form)
wis +7
animal handling +7, nature +4, perception +7
darkvision 60 ft.
any three languages
12
+4
The werebear is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). It can cast spells in any form, regardless of verbal, somatic, or material components provided they have no gold cost. It has the following druid spells prepared: • Cantrips (at will): druidcraft, guidance, mending, resistance • 1st level (4 slots): animal friendship, faerie fire, healing word • 2nd level (3 slots): hold person, lesser restoration • 3rd level (3 slots): conjure animals, dispel magic, plant growth • 4th level (3 slots): freedom of movement, ice storm • 5th level (2 slots): commune with nature, tree stride • 6th level (1 slot): wall of thorns • 7th level (1 slot): arboreal curse
The werebear ascetic can use its action to polymorph into a bear-humanoid hybrid or into its kindred bear form, or back into its true form, which is humanoid. Its statistics, unless noted, are the same in each form. Any armor it is wearing merges into its alternate forms. It reverts to its true form if it dies.
The werebear's kindred form takes the shape of a Large bear. While in this form, it can speak to and understand bears, cannot take any actions requiring hands, adds its Constitution modifier to the result of any saving throw, and gains 25 temporary hit points the first time it takes this form each day.
The werebear makes three melee attacks, only one of which can be a bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage.