Keen Smell. The Bear Force has advantage on Wisdom (Perception) checks that rely on smell.
Join the Cause. Roll a 1d6 to see how many bears join the force. Where noted "X", use the result of the dice (minimum of 1). The Lead Bear is always first to arrive.
Bear Together. The number of hit points Bear Force has is multiplied by X.
Time-warped Existence. The bears that comprise Bear Force are subjected to a constant state of entropy. Their intelligence score increases by 6 for each stage past Bear Force 1. This also increases their chance to hit by 3. Roll a 1d100 to see the age of progression of the bears:
1-24 (Bear Force 1): Regular bears in party hats that roll around and have a good time. Can understand their languages but cannot speak.
25-49 (Bear Force 2): Celebrate! They have just learned to speak and make simple things. These tricycle-riding, horn-tooting, bat-wielding beasts are good at causing confusion and chaos.
50-75 (Bear Force 3): Eureka! The bears have reached the age of great innovation. They fly around in their baron fighters and are capable of heavy destruction. Bear Force One gains a fly speed of 60. They still have not figured out how to design for their own size...
76-100 (Bear Force 4): Reaching true enlightenment, the bears control their airspace using advanced, warping air vehicles capable of teleporting, lethal energy beams, and unthinkable tactics. Bear Force One gains telepathy of 120 feet and a fly speed of 100. Upon reaching this stage, there is a small chance they question their existence and attack (5% chance).
Multiattack. The Bear Force makes one attack for X bear summoned. Bear Force has access to any ability at or below the Time-warped Existence result (uses highest to hit bonus).
Bear Force 1 - Swipe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 +4) slashing damage.
Bear Force 2 - Bonk. Melee Weapon Attack: +9 to hit, reach 5 ft. or thrown 20/60 ft., one target. Hit: 14 (3d6 + 4) magical bludgeoning damage.
Bear Force 3 - Pewpewpew. Ranged Weapon Attack: +12 to hit, range 120/600 ft., one target. Hit: 14 (3d6 + 4) force damage.
Bear Force 3 - For the Bear Force. Sacrifice one bear. Melee Weapon Attack: +12 to hit, reach 5 ft., 10-ft. radius. Hit: 32 (8d6 + 4) force damage.
Bear Force 4 - Furry Beam. Ranged Weapon Attack: +15 to hit, range 200/1000 ft., one target. Hit: 18 (4d6 + 4) force damage. Can be shot in melee range with no disadvantage.
Bear Force 4 - Furry Advance. As a bonus action, the Lead Bear can teleport himself and his allies to a location within 500 ft. that he can see.
Bear Force 4 - Join Up. The Lead Bear chooses one ally within 100 feet of him and enlightens it in the ways of the Bear Force. Until the Lead Bear's next turn, the ally is granted all of the benefits of Bear Force 4 including a personalized craft. Only one non-bear can be enlightened at a time.
Bear Force 3 - Commander in chief. Upon making a successful attack, the Lead Bear focuses fire on one target. This grants all his troops advantage on attacks against this target for the rest of the round.
Bear Force 4 - Fur Force Field (FFF). In response to an attack against Bear Force, the Lead Bear chooses one bear to take one for the team. All other bears gain immunity to all damage and conditions until the start of the Lead Bear's next turn. As a result, the selected bear takes all damage and conditions.
Description
The Bear Force are from a civilization of bears that form small cities and make their homes near planes of chaos. Their proximity to such entropic forces causes them to be in a constant state of intellectual progress and regression. Depending on the each bear city's degree of discord this change may occur daily, weekly, monthly, or even annually. No matter the case, a trip to one of their cities always results in a good time. Even if they regress where they cannot speak, the bears are always open to visitors of all sorts. As open as they are to visitors, the bears are equally quick to anger and dangerous to any that find themselves their enemy. Those that make the List of Unbearable Enemies rarely survive to tell the tale.
For better or for worse, the Bear Force are combative representatives from one of these bear societies that have been summoned by an external entity. From a wizard that dabbled too close to chaotic magic, an item with particularly entropic properties, or an adventuring party affected by a chaotic environment, the Bear Force can appear for any number of reasons. To aid or to harm? That is always the question.
Note: Creature Rating (CR) for Bear Force One is not an accurate way to implement this creature due to the roll-based nature of its stats. Please handle with care.
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