Medium Humanoid (Goliath, Half-Elf, Half-Orc, Human), Unaligned
Armor Class 14 (Unarmored Defence)
Hit Points 50 (4d12 + 12)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
12 (+1)
Skills Athletics +6, Insight +6, Intimidation +5, Perception +6
Senses Darkvision 60, Passive Perception 14
Languages Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Darkvision. The Cub have superior vision in dark and dim conditions. It can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can’t discern color in darkness, only shades of gray.

Heightened Senses. It's Hybrid mutations grant it proficiency with perception and insight.

 

Rage (3/per day). As a bonus action, The Cub enter a rage for up to 1 minute (10 rounds). It gains advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. It can't cast or concentrate on spells while raging. It's rage ends early if it is knocked unconscious or if it turn ends and it hasn’t attacked a hostile creature since it's last turn or taken damage since then. it can also end your rage as a bonus action.

Reckless Attack. When the Cub makes its first attack on it's turn, the Cub can decide to attack recklessly, giving it advantage on melee weapon attack rolls using STR during this turn, but attack rolls against it have advantage until it's next turn.

Danger Sense. The Cub has advantage on DEX saving throws against effects that it can see while not blinded, deafened, or incapacitated.

Ursine Spirit. While raging, the Cub has resistance to all damage except psychic damage.

Actions

Multiattack. The Cub can make 2 attacks with its shortsword or dagger.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) piercing damage.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Monster Tags: Sidekick

BatmattDnD

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