Medium Monstrosity, Unaligned
Armor Class 17 Natural Armor
Hit Points 65 (10d8 + 20)
Speed 35 ft.
STR
17 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
5 (-3)
WIS
7 (-2)
CHA
3 (-4)
Skills Intimidation +2, Stealth +6, Survival +3
Damage Resistances Piercing, Psychic, Slashing
Senses Blindsight 60 FT, Darkvision 60 FT, Passive Perception 10
Languages Common Understood , Goblin Understood Common and Goblin (understood)
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Brute. A melee attack deals one extra die of its damage when the Buggedbear hits on a critical success. (Normal critical hit +1 full attack die of specified attack)

Surprise Attack. If the Buggedbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Primal Heart. The Buggedbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep

Actions

Multiattack. The Buggedbear makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack:  +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack:  +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A 6ft tall Bipedal mass of fur and chitinus armor with an elongated tail ending in a bulbous stinger. It retains some basic understanding of speech, although it will always axt in its own self interest.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

CannonFoder

Comments

Posts Quoted:
Reply
Clear All Quotes