Medium humanoid, neutral good
- Armor Class
- 10, 12 (natural armor)
- Hit Points
- 161 (19d8 + 76)
- Speed
- 30 ft. (40 ft. swim 30 ft. in bear or hybrid form)
- Challenge
- 8 (3,900 XP)
- Skills
- Survival +5, Athletics +8, Perception +8
- Damage Resistances
- cold
- Damage Immunities
- bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Damage Vulnerabilities
- fire
- Senses
- passive Perception 18
- Languages
- Common, Giant (can't speak in bear form)
Traits
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.
Actions
The werebear makes two melee attacks.
Melee Weapon Attack: +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 lycanthropy, as described in the Monster Manual.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.
Reactions
When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4).