Werebear

Medium humanoid (human, shapechanger), Neutral Good

Armor Class10 in humanoid form, 11 (natural armor) in bear or hybrid form
Hit Points135 (18d8 + 54)
Speed30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
STRDEXCONINTWISCHA
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)
Saving Throws—
SkillsPerception +7
Damage Vulnerabilities—
Damage Resistances—
Damage Immunitiesbludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Condition Immunities—
Sensespassive Perception 17
LanguagesCommon (can't speak in bear form)
Challenge5

Traits

Shapechanger.

The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, 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.

The werebear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack.

In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.

Bite (Bear or Hybrid Form Only).

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with werebear Player Characters as Lycanthropes.

Claw (Bear or Hybrid Form Only).

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Greataxe (Humanoid or Hybrid Form Only).

Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.