Roberto was cursed with Lycanthropy when he was young.
He thought he would control the curse, but ended up killing his friends on a full-moon night.
He secluded himself and learned how to control his senses.
He doesn't fear attacking innocent people anymore, he embraced his curse. And now listens to the beast urges whenever he can.
A Horn of Blasting
Periapt of Cicatrization
Shapechanger: Weroberto can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its trueform, which is humanoid.
Its statistics, other than its size and AC, are the same in each form.
Any equipment it is wearing or carrying isn't transformed.
It reverts to its true form if it dies.
Keen Smell: Advantage on wisdom (perception) checks that rely on smell.
Multiattack: In bear form, makes two claw attacks. In humanoid form, it makes two greateaxe attacks.
In hybrid form it can attack like a bear or a humanoid.
Bite (Bear or Hybrid): Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit 15 (2d10 +4) piercing damage.
If the target is humanoid must succeed on a DC 14 Con save or be cursed with Werebear Lycanthropy.
Claw (Bear or Hybrid): Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 13 (2d8 +4) slashing damage.
Greataxe (Humanoid or Hybrid): Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 10 (1d12 +4) slashing damage.
Horn of Blasting:You can use an action to speak the horn's Command Word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution save. On a failed save, takes 5d6 thunder dmg and is Deafened for 1 minute. On a successful save, takes half as much dmg and isn't Deafened. Creatures and Objects made of glass or Crystal have disadvantage on the save and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Periapt of Cicatrization:You stabilize whenever you are dying at the start of Your Turn. When you roll a Hit Die to regain hit points, double the number of hit points it restores.