Shapechanger. Bjorn can use his action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into his true form, which is humanoid. His statistics, other than his size and AC, are the same in each form. Any equipment he is wearing or carrying isn't transformed. He reverts to his true form if he dies.
Keen Smell. Bjorn has advantage on Wisdom (Perception) checks that rely on smell.
Blood Frenzy. When Bjorn reaches 0 hit points for the first time, he enters a blood frenzy and immediately performs a Claw or Greataxe attack, followed by a Bite attack. If the bite attack hits and deals damage, or if any of these attacks reduce a creature to 0 hit points, Bjorn regains 1 hit point. He can use this feature once per long rest.
Multiattack. In bear form, Bjorn makes two claw attacks. In humanoid form, he makes two greataxe attacks. In hybrid form, he can attack like a bear or a humanoid.
Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (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.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.
Burst Free. If restrained, Bjorn can make a roll to escape restraint as a bonus action.
Bear Hug. Bjorn can make a grapple check as a reaction if a creature leaves his melee range, in place of making an attack of opportunity.
Bjorn can take the following actions at the end of other creature's turns. Each action can only be used on the round listed, and only once during that round.
Grab and Run. (Round 1) Bjorn moves up to half his speed toward a creature and attempts to grapple them. If the grapple succeeds, he drags them away for the other half of his movement.
Intimidating Roar. (Round 2) Bjorn roars, trying to intimidate those near him. Every creature within 30 feet of him who can hear him must make a DC 15 Wisdom saving throw, or be forced to move their speed directly away from Bjorn. This movement does not provoke opportunity attacks. On a success, there is no effect.
Fight Dirty. (Round 3) Feeling cornered, Bjorn resorts to dirty tactics. He throws sand or dirt in a wide arc in front of him. All creatures within a 15 foot cone in front of Bjorn must succeed on a DC 15 Wisdom saving throw or be blinded until they use an action to clear their eyes. On a success, there is no effect.
Cut Losses. (Round 4) Seeing that this fight is too difficult for him, Bjorn flees. Bjorn moves up to his speed directly away from enemies, without provoking attacks of opportunity.
Description
The muscle of the Deep Divers, Bjorn has a long history as a professional kidnapper, typically targeting the most vulnerable members of whatever community he is currently preying upon. Not the most intelligent or wily member of his party, Bjorn has always relied on his strength and ferocity to get out of trouble. He earned a name for himself by breaking out of a jail by ripping the bars of his cell out of the wall and using them to beat his captors to death.
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