Medium humanoid (goliath, shapechanger), Neutral Good
| Armor Class | 10 in humanoid form, 12 (natural armor) in bear or hybrid form |
|---|---|
| Hit Points | 161 (19d8 + 76) |
| Speed | 30 ft. (40 ft. swim 30 ft. in bear or hybrid form) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 10 (+0) | 18 (+4) | 10 (+0) | 15 (+2) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Athletics +8, Perception +8, Survival +5 |
| Damage Vulnerabilities | fire |
| Damage Resistances | cold |
| Damage Immunities | bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Condition Immunities | — |
| Senses | passive Perception 18 |
| Languages | Common, Giant (can't speak in bear form) |
| Challenge | 8 |
The werebear has advantage on Wisdom (Perception) checks that rely on smell.
The werebear is acclimated to high altitude, including elevations above 20,000 feet.
The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.
The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large polar bear, or back into its goliath form. 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.
The werebear makes two melee attacks.
Melee Attack Roll: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear Player Characters as Lycanthropes, as described in the Monster Manual.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Melee Attack Roll: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4).