Large Undead (Brown Bear), Neutral Evil
Armor Class 12 (natural armor)
Hit Points 38 (4d10 + 16)
Speed 40 ft., Climb 30 ft.
STR
21 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
2 (-4)
WIS
13 (+1)
CHA
18 (+4)
Skills Perception +3
Senses Passive Perception 13
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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

Charge. The bear may make a seize or slam attack as a bonus action after a dash.

Feeding. The bear recovers hit points equal to half the amount of damage dealt by its bite if the target is grappled.

Vampire Weaknesses. The vampiric bear has the following flaws:

Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.

Harmed by Running Water. The vampire takes 5 acid damage if it ends its turn in running water.

Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in a natural setting, the vampire is paralyzed until the stake is removed.

Sunlight Hypersensitivity. The vampire takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The bear makes two Melee attacks.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. Target must succeed on a DC 15 (8+Proficiency+Strength Bonus) Strength (Athletics) or Dexterity (Acrobatics) saving throw or be knocked prone.

Seize. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Target is grappled.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

 

 

Reactions

Shroud of the Veil. Humanoids are reluctant to acknowledge the existence of such a nightmare.  The Vampiric Bear can use its reaction to force any Humanoid who targets the bear with an attack to first make a DC 14 (8+Proficiency+Charisma) Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.  This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the Vampiric Bear makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this effect ends for that creature.

Monster Tags: undead

Habitat: ArcticForestHill

Mordacai

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