Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common
Resistances & Immunities
Traits
Keen Smell
The werebear has advantage on Perception checks that rely on smell.
Wolfsbane
Lycanthropes are repelled by the wolfsbane flower. A lycanthrope in hybrid or beast form is poisoned while within 10 feet of a living or dried wolfsbane flower that it can smell. If wolfsbane is applied to a weapon or ammunition, lycanthropes are damaged by the weapon as if it were silver. An application of wolfsbane lasts for 1 hour.
Actions
Bite
+7 to hit, reach 5 ft (1.5 m). Hit: 2d6+4 piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a humanoid it makes a DC 14 Constitution saving throw. On a failure it is cursed with werebear lycanthropy.
Claw
+7 to hit, reach 5 ft (1.5 m). Hit: 1d12+4 slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. If the target is a Medium or smaller creature it is grappled (escape DC 15). Until this grapple ends the werebear can't use its greataxe and can't attack a different target with its claw.
Greataxe
+7 to hit, reach 5 ft (1.5 m). Hit: 1d12+4 slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Handaxe
+7 to hit, reach 5 ft (1.5 m). Hit: 1d6+4 slashing damage.
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Multiattack
The werebear makes two claw attacks two greataxe attacks or two handaxe attacks.
Bonus Actions
Frenzied Bite
The werebear makes a bite attack.
Shapeshift
The werebear changes its form to a Large bear, a Large bear-humanoid hybrid, or into its true form, which is a humanoid. While shapeshifted, its statistics are unchanged except for its size. It can't speak in bear form. Its equipment is not transformed. It reverts to its true form if it dies.
About Werebear
Werebear is a medium humanoid with a Challenge Rating of 5. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 11 and possesses 135 hit points (derived from 18d8+54).
Werebear has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Werebear
1 tips available
GM Tips: Using Werebear
When using Werebear in your D&D 5e campaign, consider these tactical approaches:
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Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
Player Guide: Facing Werebear
1 strategies available
Player Guide: Facing Werebear
When your party encounters this creature, keep these strategies in mind:
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Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Werebear?
- Werebear has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Werebear?
- Werebear is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Werebear speak?
- Werebear can communicate in Common.
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