Medium Beast, Unaligned
Armor Class 14 (natural armor)
Hit Points 24 (4d10)
Speed 25 ft., swim 25 ft.
STR
8 (-1)
DEX
9 (-1)
CON
12 (+1)
INT
16 (+3)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws INT +6, WIS +7
Damage Vulnerabilities Bludgeoning, Piercing, Slashing
Damage Immunities Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder
Senses Darkvision It's multiple eyes grants it 120ft Darkvision, Truesight The multiple eyes on it's body grants it 30ft truesight, Passive Perception 23
Languages All Learns the language from the target creature to speak telepathically with it. --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multicast. The bear can cast two spells per action.

Detect Language. Chosen target within 60 feet must succeed a DC 17 Charisma saving throw. On a failed save: The bear learns your languages, can read your mind, and speak with you telepathically. Target can not save after first fail. Bear must be incapacitated to break the spell.

Mind Spike. Chosen target within 60 feet must succeed a DC 14 Wisdom saving throw. Target takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.

Dissonant Whispers. Each humanoid in a 20-foot-radius must succeed a DC 16 Charisma saving throw. On a failed save, it takes 2d4 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Calm Emotions. Each humanoid in a 20-foot-radius must succeed a DC 16 Charisma saving throw or be Frightened or Charmed. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.

Enthrall. Chosen target within 60 feet must succeed a DC 14 Wisdom saving throw or be Charmed. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target. If target fails three saves, it can no longer save till the bear is incapacitated.

Hold Person. Choose a humanoid that you can see within range. The target must succeed a DC 14 Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

 

Monster Tags: Misc Creatureabberation

Habitat: DesertForestGrasslandHillMountainUnderdark

Duroko

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