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Werebear (Human Form)

CR 4.00 Humanoid LG Medium HD 4
HP
34 (4d10+8)
AC
16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
Init
+2
Speed
30 ft.
Fort
+5
Ref
+6
Will
+2
BAB
+4
CMB
+7
CMD
19
Melee
mwk battleaxe +9 (1d8+4/×3)
Ranged
mwk throwing axe +7 (1d6+3)
str
16
+3
dex
14
+2
con
13
+1
int
12
+1
wis
12
+1
cha
8
-1

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

Universal Monster Rules

Change Shape (human, hybrid, and grizzly bear; polymorph) Su from Universal Monster Rule
A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. The creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.
Lycanthropic Empathy (bears and dire bears) Ex from Universal Monster Rule
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Special Abilities

Favored Enemy (orcs +2) from text
Favored Terrain (forest +2) from text
Hunter's Bond (companions) from text
Track +2 from text

Feats, Traits & Items

Endurance from Feat

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.

You may sleep in light or medium armor without becoming fatigued.

Situational: to resist nonlethal damage from exhaustion: +4 untyped Swim
Point-Blank Shot from Feat

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Situational: within 30 feet: +1 untyped attack rolls, +1 untyped damage
Power Attack from Feat

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.

Run from Feat

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.

Situational: when making a jump after a running start: +4 untyped Acrobatics
Weapon Focus (battleaxe) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Climb +8, Handle Animal +6, Heal +8, Knowledge (nature) +8, Perception +8, Stealth +7, Survival +8, Swim +8

ranger spells prepared:
Details
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
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
6 House/Core
  • Uses feat: Endurance (Feat) — core content under OGL 1.0a
  • Uses feat: Point-Blank Shot (Feat) — core content under OGL 1.0a
  • Uses feat: Power Attack (Feat) — core content under OGL 1.0a
  • Uses feat: Run (Feat) — core content under OGL 1.0a
  • Uses feat: Weapon Focus (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Poison (Spell) — core content under OGL 1.0a
View references and cross-links for Werebear (Human Form)

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