Large Undead, Chaotic Evil
Armor Class 11 natural armor
Hit Points 34 (5d6 + 4)
Speed 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
13 (+1)
CHA
7 (-2)
Skills Perception +3
Senses Passive Perception 11
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Undead Fortitude If the Zombear reduces to 0 hit points, it must make a CON saving throw with a DC of 5 + damage taken that turn, unless from radiant damage or from a critical hit. On a succsess it's hit points reduce to 1 instead.

Actions

Multiattack The zombear can bite and claw in one turn

Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) Piercing damage. 

Action Ranged Attack. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 11 (2d6 + 4) slashing damage.

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 zombie bear- A.K.A. the zombear.

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.

Habitat: ForestMountain

Space_Goat06

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