Large Beast, Neutral
Armor Class 12 (natural armor)
Hit Points 73 (8d10 + 12)
Speed 40 ft.
STR
21 (+5)
DEX
11 (+0)
CON
16 (+3)
INT
2 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws CON +6
Skills Athletics +8, Survival +4
Senses Passive Perception 11
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Charge. If Beema moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

 

 

Bonus Actions

Second wind. Beemacan use a bonus action on her turn to regain hit points equal to 1d10 + its level in this class(8). Once she uses this feature, she must finish a short or long rest before she can use it again.

Reactions

Defender. Beema can use her reaction to impose disadvantage on the attack roll of a creature within 5 feet of it whose target isn't Beema, provided Beema can see the attacker.

Description

Beema's attack rolls score a critical hit on a roll of 19 or 20 on the d20.

Beema can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when Beema reaches 15th level. If Beema has the Multiattack action, she can use Extra Attack or Multiattack on a turn, not both.

Beema has advantage on initiative rolls.

Monster Tags: Misc Creature

Habitat: Grassland

Terminatortang

Comments

Posts Quoted:
Reply
Clear All Quotes