Medium Monstrosity, Lawful Neutral
Armor Class 13 natural armor
Hit Points 70 (10d8 + 30)
Speed 40 ft., Climb 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17 (+3)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws STR +7, WIS +4
Skills Athletics +9, Perception +6
Damage Vulnerabilities Fire
Damage Resistances Bludgeoning, Piercing
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Camoufagle. While under the effect of barkskin, the barkbear has advantage on Dexterity (stealth) checks to hide in forests.

Keen sight and smell. The barkbear has advantage on Wisdom (perception) checks that rely on sight or smell.

Innate spellcasting. The barkbear's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The barkbear can cast the following spells:
Cantrips (at will): barkskin
1/day each: spike growth (centered on self), tree stride

Actions

Multiattack. The barkbear makes two attacks, one with its claws, and one with its bite.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. If the target is a creature, it must succeed on a DC 15 Strenght saving throw or be knocked prone.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. 

Bonus Actions

Heroic Bond. If the barkbear finds a Hero it judges worthy, it can create a deep connection with creature. The bonded creature can use the barkbear as a mount, and benefit from the barkskin and tree stride spells when the barkbear casts them.

In addition, the barkbear can learn how to cast wall of thorns at half range once per day.

Reactions

Protective Nature. In response to seeing an ally take damage, the barkbear can make one melee attack.

Habitat: ForestMountainSwamp

RogreeMaster

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