Keen Sight and Smell. The Banderbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Grappler. Banderbears have advantage on attack rolls made against creatures grappled by it.
Multiattack. The Banderbear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Pounce. If the Banderbear moves at least 20ft. straight toward a target and then hits it with a Claw attack on the same turn, the target takes an extra Hit: 4 (1d6) slashing damage. If the target is a medium or smaller creature, it must succeed on a DC20 Strength saving throw or be knocked prone.
Rampage. When the Banderbear reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a claw attack.
Towering Presence. The Banderbear can use a reaction to impose disadvantage when a creature that began its turn within 15ft of it makes an attack roll.
Description
Description. Females: 8-10ft Males: 8-12ft. 5,000 - 6,000lbs. Adults: 15 - 500 years
Banderbear are herbivores, but are not to be underestimated. The Banderbear is a ruthless protector of its home and most other passive creatures.
Slightly more intelligent than other direbear types, and even some awakened creatures; The Banderbears use a series of howls and grunts, coupled with sign language to convey their emotions.
Every 200 years or so, a great moot is called and all Banderbear within 1000 miles join together in an awesome display of numbers. Males will gather together and begin to "sing", howling for a mate, showing off. Females will choose from among the males, and if a male wants a female that does not choose him; a fight to the death will result.
Any male that goes unchosen will leave the moot, and continue a solitary life, often dying young.
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