Werebear Human Form (CR 5)

Medium Humanoid (Human and Shapechanger)
Alignment: Always lawful good
Initiative: +0; Senses: low-light vision, scent, Listen +4, and Spot +4

AC: 15 (+2 natural, +3 studded leather), touch 10, flat-footed 15
Hit Dice: 1d8+1 plus 6d8+30 (62 hp); DR: 10/silver
Fort +8, Ref +5, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +6
Attack: Greataxe +6 melee or throwing axe +5 ranged
Full Attack: Greataxe +6 melee or throwing axe +5 ranged
Damage: Greataxe 1d12+1/x3, throwing axe 1d6+1
Special Attacks/Actions: -
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Special Qualities: Alternate form, Bear empathy
Feats: Endurance; Iron Will; Power Attack; Run; Track
Skills: Handle Animal +3, Listen +4, Spot +4, and Swim +1
Advancement: By character class
Climate/Terrain: Cold forest
Organization: Solitary pair, family (2-4), or troupe (2-4 plus 1-4 brown bears)
Treasure/Possessions: Standard

Source: Monster Manual

Lycanthropes in their natural forms use whatever tactics are favored by their people, though they tend to be slightly more aggressive. Lycanthropes in animal or hybrid form fight like the animal they resemble.

Werebears fight just as brown bears do.

Improved Grab (Ex): To use this ability, the werebear must hit with a claw attack

Shapechanger Subtype

A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.

Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature's entry).