Huge Beast, Chaotic Neutral
Armor Class 15 (natural armor and cocaine jitters dexterity)
Hit Points 175 (10d10 + 50)
Speed 50 ft., Swim 30 ft., Climb 30 ft.
STR
22 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
2 (-4)
WIS
13 (+1)
CHA
7 (-2)
Saving Throws CON +9
Skills Acrobatics +5, Perception +3
Damage Resistances Bludgeoning, Piercing, Slashing
Senses Passive Perception 13
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Charge. If the bear moves at least 20 feet straight toward a target and then hits it with a claw attack on the same turn, the target takes an extra 7 (2d6) damage on that initial attack. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Coked-up Rage. While high as a kite the bear has resistance to bludgeoning, piercing, and slashing damage. The bears ferocity and power increases and melee attacks do an additional 2 damage (already factored into attack damage).

 

Actions

Multiattack. The bear makes six attacks: two with its bite and four with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (1d8 + 8) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Bonus Actions

Snort a line (2/long rest). Twice per day the bear may snort a line of coke out of its fur. The bear heals  (3d10 + 10) hit points.

Reactions

Frantic excitement. As a reaction to being hit with an attack the bear may move up to half of its movement.

Monster Tags: Misc Creature

Habitat: ArcticUnderdark

Nargie123

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