Keen Smell. The Asterobear has advantage on Wisdom (Perception) checks that rely on smell.
Death Scatter. If the Asterobear dies when it is medium or small, it is immediately reborn as two of the next smaller size of Asterobear.
Multiattack. The Asterobear makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8 + 5 piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
If hit by a bite or claw attack, the target must succeed on a DC 14 Constitution saving throw or suffer one random poison effect:
1. Poison Damage: The target takes 3d8 poison damage.
2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
3. Paralysis: The target is paralyzed until the end of its next turn.
Magic Resistance. The Asterobear has advantage on saving throws against spells and other magical effects.
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