Size:
Large
Type:
Humanoid
Form:
... that walks like a man
Temper:
# App:
1
Lair:
Diet:
Combat Dice: 0
Hit Points: 0
Attack Rank: 0
Passive Defense: 0
Active Defense:
Damage Reduction: 0
Role: lurker
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Bite (Bear or Hybrid Form Only)
Melee Weapon Attack: +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 lycanthropy.
Action
Claw (Bear or Hybrid Form Only)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Action
Greataxe (Humanoid or Hybrid Form Only)
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Action
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.
Special
Keen Smell
The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Special
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.

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy
All lycanthropes have three forms-a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form, a natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action A slain lycanthrope reverts to its humanoid form, although it remains dead.
Special
|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Wand save negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.
Special
|Change Shape|Curse of|Lycanthropy|Lycanthropic|Empathy
In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can attempt to alter such an animal's attitude, and when so doing gain +4 bonus on any such check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Action
2 claws/1 bite
2-8(x2)/2-16
Action
claw
2 * claw (2d4)
Action
bite
1 * bite (2d8)
Special
Human form
Have physical characteristics reminiscent of the associated animal type.
Special
Mundane damage immunity
In animal form, can only harmed by silver weapons or magic.
Special
Languages
In human form, can speak normally. In animal form, can only speak with animals of the associated type.
Special
Armour
Not used because it hinders shape-changing.
Special
Summon animals
Can summon 1-2 animals of the associated type from the surrounding area (wererats summon giant rats). These arrive in 1d4 rounds.
Special
Wolfsbane
If hit, must save versus poison or flee in terror.
Special
Reversion
If killed, a lycanthrope reverts to its human form.
Special
Scent
Horses and some other animals can smell lycanthropes and will become afraid.
Special
Infection
A character who loses more than ½ their hit points from lycanthropes' natural attacks (i.e. bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.
Special
Amiable
May be friendly, if approached peacefully.
Special
Bear hug
If a victim is hit by both claw attacks in the same round, the werebear can hug for an extra 2d8 automatic damage.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Bear Empathy
(divination, primal) The werebear can communicate with ursines.
Ability
Change Shape
(concentrate, polymorph, primal, transmutation) Medium human with fist +13 for 1d4+7 bludgeoning, or grizzly bear with Speed 35 feet.
Ability
Curse of the Werebear
(curse, necromancy, primal) This curse affects only humanoids. Saving Throw DC 22 Fortitude save. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werebear until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Ability
Hunt Prey
Circumstance: The werebear can see or hear the target or is Tracking it in expl
The werebear gains a +2 circumstance bonus to Perception checks when it Seeks its prey and a +2 circumstance bonus to Survival checks when it Tracks its prey. The werebear also ignores the penalty for making ranged attacks within its second range increment against the prey it's hunting. The werebear can designate only one creature as its hunted prey at a time. If it uses Hunt Prey against a different creature, the prior creature loses the designation and the new prey gains the designation. In any case, this designation lasts until the werebear's next daily preparation.
Ability
Mauler
The werebear gains a +2 circumstance bonus to damage rolls against creatures it has grabbed.
Ability
Moon Frenzy
(polymorph, primal, transmutation) When a full moon appears in the night sky, the werebear must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werebear returns to humanoid form and is fatigued for 2d4 hours.
Ability
Precision Edge
The werebear deals 1d8 additional precision damage on its first successful Strike against its hunted target on each of its turns.
Offense
Melee
Circumstance: combat round (melee)
claw +13 [+9/+5] (agile, reach 10 feet), Damage 1d10+7 slashing plus Grab
Offense
Ranged
Circumstance: combat round (ranged)
hatchet +10 [+6/+2] (agile, sweep, thrown 10 feet), Damage 1d6+7 slashing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Human
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Trait
Werecreature
These shapechanging creatures either are naturally able to shift between animal, humanoid, and hybrid forms or are afflicted with a curse that forces them to shift involuntarily.
Item
chain shirt
greataxe
hatchet (8)
Language
bear empathy
Common
Perception
low-light vision
scent (imprecise) 30 feet
Weakness
silver 5
This humanoid is covered in shaggy fur and carries a heavy axe in one of his clawed hands.
5e SRD
Shapechangers with a human and an animal form.
OSE