Werebear Hybrid Form (CR 5)
AC: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Hit Dice: 1d8+1 plus 6d8+30 (62 hp)
Fort +12, Ref +6, Will +4
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +18
Attack: Greataxe +11 melee or Claw +13 melee
Full Attack: Claw +13 melee and greataxe +9 melee and bite +11 melee or 2 claws +13 melee and bite +11 melee
Damage: Claw 1d8+9, bite 2d6+4
Special Attacks/Actions: Curse of lycanthropy
Abilities: Str 29, Dex 13, Con 20, 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 +5, and Swim +9
Advancement: By character class
Climate/Terrain: Cold forest
Organization: Solitary pair, family (2-4), or troupe (2-4 plus 1-4 brown bears)
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
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).
- Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature's description.
- Proficient with any armor mentioned in the creature's description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.