Werebear (Human Form)
- HP
- 34 (4d10+8)
- AC
- 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
- Speed
- 30 ft.
- Init
- +2
- Melee
- mwk battleaxe +9 (1d8+4/×3)
- Ranged
- mwk throwing axe +7 (1d6+3)
- BAB
- +4
- CMB
- +7
- CMD
- 19
- Fort
- +5
- Ref
- +6
- Will
- +2
Weapons: Simple
favored enemy (orcs +2)
change shape (human, hybrid, and grizzly bear; polymorph)
favored terrain (forest +2)
hunter's bond (companions)
lycanthropic empathy (bears and dire bears)
track +2
<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>
<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Climb +8, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +7, Survival +8, Swim +8
- Type
- Humanoid
- Alignment
- LG
- Size
- Medium
- 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)
- Senses
- low-light vision, scent; Perception +8
- Languages
- Common, Sylvan
- Source
- Bestiary 2
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Uses feat: Endurance (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Point-Blank Shot (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Run (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Poison (Spell)House/Core — covered by the site's Section 15.
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