- Armor Class
- 11 (natural armor)
- Hit Points
- 135 (18d8+54)
- Speed
- 40 ft., climb 30 ft.
- Challenge
- 5 (1,800 XP)
- Proficiency bonus
- +3
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) |
- Skills
- Perception +7
- Damage immunities
- bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Senses
- passive Perception 17
- Languages
- Common
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. 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.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
A werebear (hybrid form) is worth 1,800 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many werebears (hybrid form) fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
Against the 26 other challenge 5 monsters in the SRD 5.1, the werebear (hybrid form) has more hit points than 23 of them, which makes it one of the toughest at its CR. See every CR 5 monster.
Werebear, Hybrid Form 2024 stat block
The 2024 Monster Manual revised the werebear, hybrid form, and the SRD 5.2 carries the new stat block. What changed:
- Its creature type changed from humanoid to monstrosity.
- Armor Class: 11 → 15.
- Speed: 40 ft., climb 30 ft. → 30 ft..
- New in its stat block: Handaxe, Rend and Shape-Shift.
- Gone from it: Shapechanger, Keen Smell, Claw and Greataxe.
- Armor Class
- 15
- Hit Points
- 135 (18d8 + 54)
- Speed
- 30 ft.
- Challenge
- 5 (1,800 XP)
| STR | DEX | CON | INT | WIS | CHA |
|---|
| 19 (+4) | 10 (+0) | 17 (+3) | 11 (+0) | 12 (+1) | 12 (+1) |
- Senses
- darkvision 60 ft., passive Perception 17
- Languages
- Common (can’t speak in bear form)
- Gear
- Handaxes (4)
Actions
Multiattack. The werebear makes two attacks, using Handaxe or Rend in any combination. It can replace one attack with a Bite attack.
Bite. 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. Constitution Saving Throw: DC 14. Failure: The target is cursed. If the cursed target drops to 0 Hit Points, it instead becomes a Werebear under the GM’s control and has 10 Hit Points. Success: The target is immune to this werebear’s curse for 24 hours.
Handaxe. Melee or Ranged Attack Roll: +7, reach 5 ft or range 20/60 ft. Hit: 14 (3d6 + 4) Slashing damage.
Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
Bonus actions
Shape-Shift. The werebear shape-shifts into a Large bear-humanoid hybrid form or a Large bear, or it returns to its true humanoid form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.