Werebear

Humanoid, Beast, Lycanthrope; Major; Black

Stats

CharacteristicValueAttributeValueSkillValue
Strength60Hit Points47Combat100
Endurance75Wound Thr.16Magic-
Agility45Magicka30Evade55
Intelligence30Stamina7Observe65
Willpower35Initiative+11Stealth25
Perception45Action Pts.3Knowledge10
Personality30Speed14mSocial10
Morale85SizeStd.Physical100

Weapons & Armor

  • • Claws: 1d12; Slashing or Crushing; 1m Reach •
  • • Fangs: 1d10; Splitting or Crushing; 1m Reach •
  • • Natural Toughness (6), Natural Toughness (3) in non-beast
  • form. En

Special Abilities

  • • Consume (2 AP): The werebear consumes part of the corpse st
  • of a dead creature. They regain the consumed creature’s EB. of
  • • Consume Heart (3 AP): The werebear consumes the heart la
  • of a dead creature. They regain twice the consumed creature’s th
  • EB Sk
  • • Maul (1 AP + 2 SP): The werebear performs a melee attack th
  • as a Primary Action that deals 2d8 Crushing damage to a kn
  • target creature within 1 meter. Additionally, all creatures on
  • within reach that are Medium or smaller must succeed on Pl
  • an Acrobatics or Athletics test or be knocked prone. ha
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  • Werebear Brute Tra

Encountering Werebear

storation ingredient. raits Silver-Scarred (4), Silver-Scarred (2) in non-beast form. Immunity (Disease) Diseased (-20, Werebear Lycanthropy) Restless: The character only restores half the health, magicka, and stamina they normally would while resting. Dark Sight Quadruped Strong Jaws: A Bite attack made by this character that deals damage automatically starts a Grapple. The test to contest this Grapple is made against the original test made by the attacker. If the target Counter Attacks a Bite attack, the Counter Attack ignores the creature’s AR and Natural Toughness trait. Bestial Leap: Penalties from jumping are halved. Savage: Rolls damage twice and uses the highest result. Vicious(8): The werebear treats their SB as by 8 for the purposes of resolving damage. countering Werebears ssessed of great strength and a savage temperament, Werebears alk the northern of Tamriel. Werebears are a rare sight outside Skyrim and the islands to it’s north, and even amongst those nds these beasts are almost thought to be folklore. Some say ey roam in packs, others say that canis root, a herb native to yrim, can be used to ward them off, and yet others still deny eir existence entirely. However, experienced northern hunters ow these beasts are no myth, and know that to encounter e often means certain death. ayers who come across these beasts should be prepared for a rd fight. While not as tough as a Wereboar or as fast as a rewolf, Werebears possess a thick hide and powerful natural apons. Their natural toughness is enough to soak up many tacks, while their fangs and claws can make short work of the l-prepared adventurer. GM’s should also make note of the cious trait Werebears have, which can make their attacks do en more damage than would otherwise be expected. r a low-level party, Werebears can be deadly, and they can ove challenging for even well-seasoned adventurers. A GM o wants to use these beasts at their table should consider ese when designing encounters that involve these creatures. ot A character can make a -10 Survival test to skin the beast. Lycan hide is valued at 500 drakes. Failing the test ruins the hide, halving its value. A character can make a +0 Survival test to remove a Werebear Paw from the beast, which is an Uncommon Alteration ingredient. its Silver-Scarred (4), Silver-Scarred (2) in non-beast form.