Charge. If the beor moves at least 20 feet straight toward a target and then hits it with a bite attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Keen Smell. The beor has advantage on Wisdom (Perception) checks that rely on smell.
Relentless (Recharges after a Short or Long Rest). If the beor takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Multiattack. The beor makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Description
Finding inspiration in the Owlbear, a mad wizard decided to create his own animal hybrid: a "beor". Combination of brown bear and a boar, a beor is about the size of a grizzly bear, with the added muscle and tissue found on a boar. Their heads more closely resemble that of a bear, minus their noses and the tusks that extend from their bottom jaws. Their front legs end in the paws and claws of a bear, while their back legs end in large trotters. Despite this strange mismatch of biology, a beor can still run very fast, and can climb trees rather well.
These enormous monstrosities are ill-tempered, brutally powerful beasts that can easily become the apex predator in the region it calls home. Due to their omnivorous diets, a beor will spend its days roaming around, eating grubs, berries, and sweet plants. It will also occasionally hunt for food, although only in dire circumstances. However, when a beor kills another creature while defending its territory, it typically saves the body to snack on later (especially around winter time).
Previous Versions
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