Menu

Source Library

Digital supplements and compendia—rules content, adventures and setting material you add to My Library.

Source Browse Library
Adventure Adventures

Standalone adventures—ready to run. Purchase the source in the Library for access.

Adventure All Adventures Free Adventure Free Adventures Paid Adventure Paid Adventures
Discord X Theme Dark Mode Theme Light Mode Toggle Panels on
FateTide Tell Your Story
Werebear
Large
Lycanthropes
600 lbs
Brute Role
10
1220.26

Body
Mind
Soul
Vitality
153 / 153
Armor
13
16
Luck
Walking Speed
30
Jumping Speed
16
Unhindered Attacks
2
Reach
5
Damage Mitigation
4
Damage Mitigation
ST 3 | 7 SP | d6
Skill Roll Adv

  • Natural Armor Natural Armor:
  • Natural Armor +3
    48 0 gp


  • Natural Weapon Natural Weapon(s):
  • Bite (2d10)
    152.71
  • Claw (2d8)
    180.2


  • Passive Ability Passive Abilities:
  • Keen Smell
    500 gp
  • Uncontrolable Werebeast Bloodlust
    100 gp

  • Attack Ability Attack Abilities:
  • Lycanthropic Bite
    1500 gp
  • Palm Burst
    100 gp Requires Skill Tier 2 Natural Weapon Skill
  • Iron Grip
    11.51 500 gp Requires Skill Tier 3 Natural Weapon Skill


  • Monster Bit Monster Bits:
  • 36 Humanoid Blood
    0.15 gp
  • 90 Animal Bone
    0.03 gp
  • 60 Animal Fat
    0.5 gp
  • 210 Animal Meat
    0.05 gp
  • 30 Soft Skin
    0.05 gp

Muscles ripple beneath thick fur as claws extend with primal power. Eyes, wise and ferocious, survey the surroundings.

Werebears are powerful lycanthropes with the ability to temper their monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form's fur. A werebear is a loner by nature, fearing what might happen to innocent creatures around it when its bestial nature takes over.

When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the ferocity of a bear, though even in its bestial forms, it avoids biting so as to not pass on its curse. Typically, a werebear passes on its lycanthropy only to chosen companions or apprentices, spending the time that follows helping the new lycanthrope accept the curse in order to control it.

Solitary creatures, werebears act as wardens over their territory, protecting flora and fauna alike from humanoid or monstrous intrusion. Though most werebears are of good alignment, some are every bit as evil as other lycanthropes.

Environments: Arctic Forest Hill

Lycanthropes
Creature Sub Type
Creature Sub Type
600

Lycanthropy is often portrayed as a supernatural affliction that combines elements of disease and curse, transforming individuals into fearsome creatures known as lycanthropes.

Origin:
Lycanthropy is typically transmitted through a bite or scratch from an infected lycanthrope, making it contagious. It can also be a hereditary curse passed down through bloodlines, or a result of a dark ritual. The origin can be tailored to suit your setting and storyline.

Symptoms:
Physical Transformation: Lycanthropy triggers a profound change in the infected individual's physical form. During a full moon or when provoked, they morph into a powerful, hybrid creature that combines the traits of their base race and the associated lycanthropic species (e.

g., werewolf, werebear, werecat).

Enhanced Senses and Abilities: Lycanthropes gain heightened senses, enhanced strength, speed, and agility in their hybrid form, making them formidable opponents. These abilities often come with a loss of control over their actions.

Vulnerabilities: Lycanthropes are typically vulnerable to silver weapons and certain magical effects. This vulnerability adds tactical depth to encounters involving lycanthropic adversaries.

Cursed Nature:
Lycanthropy is often depicted as a curse due to the loss of control it imposes on afflicted individuals. During their transformations, they may succumb to uncontrollable bloodlust and predatory instincts, putting themselves and others in danger. This curse can lead to moral dilemmas for characters, as they grapple with their dual nature and struggle to keep their condition hidden from society.

Treatment and Cure:
Finding a cure for lycanthropy can be a central quest in your a campaign. Potential cures might involve locating rare herbs, seeking out powerful magical artifacts, or enlisting the aid of knowledgeable creature. Curing lycanthropy should be challenging, and the party may have to overcome various obstacles and adversaries to achieve it.

Role in the Story:
Lycanthropy can serve as a compelling plot device in your campaign. Infected player characters (PCs) may need to find a way to control their condition or seek a cure. NPCs with lycanthropy could be allies or antagonists, adding depth to the world and its conflicts. The presence of lycanthropes can also create tension and mystery in towns and villages, as villagers fear the moon's cycle and the havoc it may bring.

Balancing Gameplay:
When incorporating lycanthropy into your campaign, consider the game balance. Ensure that the advantages and disadvantages of lycanthropy are fairly distributed among the PCs and NPCs to create interesting challenges without overwhelming the players.

Incorporating lycanthropy as a disease and curse in your fantasy world can add depth, intrigue, and moral complexity to your world, making for engaging storytelling and gameplay experiences.

  • Damage Mitigation Damage Mitigation: +4

  • Passive Ability Passive Abilities:
  • Keen Smell
    500 gp
  • Uncontrolable Werebeast Bloodlust
    100 gp

  • Attack Ability Attack Abilities:
  • Lycanthropic Bite
    1500 gp

D4
D6
D8
D10
D12
D20
Advantage
Disadvantage
d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

These sliders set site audio only, so you can mix against Discord and other apps (phone volume still caps everything).

Effect 1
20%
Effect 2
20%
Ambience
20%
Music
20%

Item Information