Huge Beast, Neutral Evil
Armor Class 14 Natural armor
Hit Points 134 (12d12 + 4)
Speed 40 ft., climb 30 ft.
STR
22 (+6)
DEX
13 (+1)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
9 (-1)
Saving Throws STR +9, CON +7
Skills Perception +5
Senses Passive Perception 15
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3

Keen Smell. The arth has advantage on Wisdom (Perception) checks that rely on smell.

Desperate Frenzy. When the arth is reduced to half or fewer hit points it enters a frenzied state. In this state it is resistant to bludgeoning, piercing, and slashing weapons; its speed is increased by 10 ft; and it deals an extra +2 damage on all physical melee attacks.

Actions

Multiattack. The arth makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack:  +8 to hit, reach 10 ft., one target. Hit:  21 (3d10 + 5) piercing damage. If the target is prone this attack deals an extra 13 (3d8) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) slashing damage. If the target is large or smaller it must succeed at a STR save (DC 13) or be knocked prone.

Description

The arth is a monstrous bear, featured frequently in stories to frighten children away from the woods. Its legend is so terrifying that few will speak its true name for fear of attracting its attention; they instead refer to it by euphemism, such as "the brown one" or "the shaggy one."

Although they closely resemble grizzly bears, arths are much larger. They are frequently the size of elephants, and some as large as cottages have been reported. They're further distinguished by the striped patterns of their fur, alternating bands of light and dark brown similar to a tiger's stripes; by their broad muzzles full of jagged and irregular teeth; and by the fiendish intelligence that glows in their eyes.

Environment: ForestHillMountain

ryschwith

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