Medium Humanoid (Human, Shapechanger), Chaotic Evil
Armor Class 18 Plate in humanoid form, 16 in bear and hybrid form
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
19 (+4)
DEX
12 (+1)
CON
17 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Skills Deception +2, Intimidation +2, Perception +7
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 17
Languages Common (can't speak in bear form)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Shapechanger. The Baron can use his action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

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

Hunters Instinct. The Baron has advantage on Wisdom (Survival) and (Nature) checks.

Bloodlust. The Baron has advantage on saves against being charmed or frightened while in combat.

Actions

Multiattack. The Baron makes two weapon attacks, Two with his Greataxe

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: +4 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage.

Gameslayer Crossbow (Humanoid or Hybrid Form Only).

A clockwork crossbow made of dark wood and leather with a box small wooden box holding 6 bolts mounted to the top. The a vertical crank handle protrudes from the bottom of the weapon. Cranking this handle allows you to fire the bow. Two sets of limbs alternately fire allowing the user to shoot in rapid succession. Cranking the handle quickly allows you to fire all your bolts in rapid succession.

Twinshot: Fire 2 bolts at a target creature. Ranged Weapon Attack (100/400): +7 to hit. Hit: 11 (2d6 + 4) piercing damage.

Rapid-fire: For one action, the bow can also be rapid-fired (must have at least 2 remaining bolts) at a target. This target and any within 10 feet, must succeed on a DC10 + remaining bolts DEX save of take [roll]3d10[/roll]. On a success the creature takes half damage. This empties the crossbow magazine.

Magazine: This weapon removes the loading property for 6 shots. The crossbow takes one bonus action to reload two bolts. 

Critical Failure (1-3): On a critical failure, the crossbow becomes jammed and requires a DC 15 INT check to clear the jam before it can be fired again. This takes 1 action and may be repeated. Proficiency with Tinker's tools gives advantage on this check.

Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Bonus Actions

Shove (Humanoid or Hybrid Form Only): The Baron may use a contested strength check to push a creature 10 feet away from him in any direction.

Reloading: The Baron may load two bolts into the Gameslayer Crossbow.

Taunt (Humanoid or Hybrid Form Only): The Baron may shout at one creature within range that has missed him with an attack on the previous turn. The creature must succeed a DC 12 Wisdom Saving throw or make a melee attack against the baron on its next turn.

Reactions

Riposte. When a creature misses the baron with a melee attack, the baron may use his reaction to make an unarmed strike against the creature, dealing 1d4+1 damage

Parry. The baron adds 2 to his AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

 

Legendary Actions

The Baron can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Baron regains spent legendary actions at the start of its turn.

Legendary Resistance (1/day): If the Baron fails a saving throw it can choose to succeed instead.

Charge: The Baron can use up to half of his movement speed to move towards a creature. This does not provoke opportunity attacks.

Sweeping Frenzy (2 actions): The Baron makes a melee attack against each creature in range.

 

Description

The Baron, an aggressive man of great stature stands before you. He is a seasoned hunter turned serial killer and derives great joy from the hunt. His plate armor gleams, until he is angered whereupon it begins to fracture and bend and tufts of dark brown hair begin to appear though the cracks...

Lair and Lair Actions

Guards! Seize them! (Humanoid form only): The Baron may order 1d4+1 towns guard to attempt to restrain creatures. The guards act on initiative zero and a creature must succeed on a DC 15 Strength or Dexterity check or become grappled. Upon succeeding a DC15 Persuasion, Intimidation, or Deception check a creature may call off the guards. When the Baron enters any other form, the guards flee.

Monster Tags: Shapechanger

Habitat: ArcticForestHill

JGregs

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