Medium humanoid (human, shapechanger), Neutral Good
| Armor Class | 10 in humanoid form, 11 (natural armor) in bear or hybrid form |
|---|---|
| Hit Points | 135 (18d8 + 54) |
| Speed | 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Condition Immunities | — |
| Senses | passive Perception 17 |
| Languages | Common (can't speak in bear form) |
| Challenge | 5 |
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.
The werebear has advantage on Wisdom (Perception) checks that rely on smell.
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.
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.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Small monstrosity (lycanthrope), Neutral Good
| Armor Class | 15 |
|---|---|
| Hit Points | 135 (18d8 + 54) |
| Speed | 30 ft., climb 30 ft. (bear form only) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) |
| Saving Throws | — |
|---|---|
| Skills | Perception +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Darkvision 60 ft., passive Perception 17 |
| Languages | Common (can't speak in bear form) |
| Challenge | 5 |
The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.
Melee Attack Roll: +7, reach 5 ft. Hit: 17 (2d12 + 4) Piercing damage. If the target is a Humanoid, it is subjected to the following effect. con DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the DM's control and has 10 Hit Points. Success: The target is immune to this werebear's curse for 24 hours.
Melee or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage.
Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.