RADIATE BEAM +16 to hit 1d12 radiant damage.
Spellcasting. The [bluebear] is a #12-level spellcaster. Its spellcasting ability is [constitution ] (spell save DC 18#, +# 7 to hit with spell attacks). The [bluebear] has following spells prepared:
Cantrips (at will): [fire bolt], [shock grasp] [friends]
1st level (4 slots): [magic missile], [command] [shield] [cure wounds]
2 level (3 slots): [moonbeam], [invisibility][detect thoughts][cloud of daggers]
3 level (3 slots): [lightning bolt], [counter spell] [slow]
4 level (3 slots): [confusion], [blight][Edvard's black tentacles][fire shield]
5 level (3 slots): [telekinesis], [cone of cold][mislead]
6 level (2 slots): [sunbeam], [chain lightning][move earth]
7 level (2 slots): [symbol], [reverse gravity]
8 level (2 slots): [clone], [sunburst]
9 level (2 slots): [god-granted form], [wish][time stop][shape change][true resurrection]
LASER HORN RAMPAGE +16to hit 1target unless targets are close together or lined up 2d12 radiant damage.
GREAT AXE Melee Weapon Attack: +#16to hit, reach 5# ft., 1# target. Hit: 22# (#2d12# + 8#) [slashing] damage.
LASER RIFLE. RangedWeapon Attack: +16# to hit, range 35#/. 95# ft., #1 target. Hit: #150 (#12d12# + 33#) [radiant] damage.
EAT FOOD: The Bluebear eats the closest edible object to it even if it is food the enemy has and gains 1d20 hit points.
STINKY GAS range=45ft the bluebear farts and all opponents must succeed a DC 19 con saving throw or be poisoned and stunned until they succeed the saving throw in addition the bluebear can disengage combat without creating an attack of opportunity.
LOUD BURP :The Bluebear burps all opponents in a50ft radius must succeed a. DC19 str. saving throw or be knocked prone and takes 2d12 thunder damage.
BELLY , BUMP , BLOCK: The Bluebear uses its belly as a shield. This makes it immune magic missile and all nonmagical attacks even if the weapon does a different type of damage than normal nonmagical weapons.
The blue has the following bonus actions.
- FART TO FLY: The Bluebear farts and rises into the air he can fly the same speed he can walk.
- BIG HUG The Bluebear tries hug the closest thing to it that creature must succeed a.DC21con. saving throw or be restrained for 2minutes and takes 4d10 bludgeoning damage.
- BELLY FLOP:The Bluebear does a belly flop +16 to hit 2d12 bludgeoning damage.
NERCROTIC WAVE :The Bluebear unleashes a necrotic wave +16 to hit 1d12 necrotic damage.
FLURRY RUSH: The Bluebear dodges out of the way and hits its opponent(s) 5 times 1d12 for each time.
TELEPORT (Costs 1 Action). The Bluebear magically teleports up to 250 feet.
CALL OF KIND(Costs #2 Actions). The Bluebear calls a stampede of Bluebears to help it fight, all opponents must succeed a DC 21 dex. saving throw or take 2d10 bludgeoning damage.
OPPONENT DISADVANTAGE (Costs3Actions). All opponents have disadvantage.
ANY TIME LONG REST (Costs 3Actions).The Bluebear takes a long rest.( it can take it in the middle of combat if it wishes.)
ENLARGE (Costs 1Action).The blue grows 1d20 times bigger.
Description
The BlueBears are humanoid bears that eat a lot and like to collect things. The Bluebear has these features.
- ULTIMATE ADVANTAGE the Bluebear has advantage on one Ability check of its choice.
- true sight 120 ft.
- The Bluebear is proficient with great weapons, maces, and clubs.
- The Bluebears speed is 45 ft
Lair and Lair Actions
Bluebears like underground tunnels, temples/ temple like structures, and caves.
Lair Actions
On initiative count #1 (losing initiative ties), the [Bluebear] takes a lair action to cause one of the following effects; the [Bluebear] can’t use the same effect two rounds in a row:
- a beam of force shoots out and deals 2d12 x the intruders hit points.
- the Bluebear summons a creature to protect its valuables.
Regional Effects
The region containing a legendary [Bluebear]’s lair is altered which is created by one or more of the following effects:
- a time stop occurs.
- Atoms turns to metallic atoms. The intruder(s) must make a DC 19 constitution saving throw or be paralyzed and restrained until they succeed the saving throw. In addition the intruder(s)take 2d20 nercrotic damage.
If the [Bluebear] dies, these effects fade over the course of 1d12 days.
Previous Versions
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10/26/2023 10:05:26 PM
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10/26/2023 10:08:30 PM
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