Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell. Hunter. The werebear rolls attacks with advantage against creatures who are frightened by it.
Multiattack. The werebear makes up to two attacks: one with its bite, or two with its claws. (This does not stack with extra attack.) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: (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. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: (2d4 + 4) slashing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Roar. Uses its action to roar, forcing each creature of your choice within 30 feet of it to make the Wisdom saving throw (DC equal to 12 + Charisma modifier). On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Wrestler. The werebear can grapple as a bonus action. Throw. The werebear can throw targets it has grappled as a bonus action, the target must make a DC 14 Strength saving throw or be thrown a distance of 10 feet, landing prone and taking 2d8 bludgeoning damage on a failed save. On a success the target isn't thrown and escapes the grapple.