Large Beast, Chaotic Neutral
Armor Class 25 natural armor
Hit Points 700 (28d20 + 700)
Speed 45 ft.
STR
30 (+10)
DEX
19 (+4)
CON
30 (+10)
INT
18 (+4)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws STR +19, CON +19
Skills Investigation +30
Damage Resistances Force, Thunder
Damage Immunities Bludgeoning, Fire, Poison, Petrified (Aberrant Armor Only)
Condition Immunities Charmed, Incapacitated, Paralyzed
Senses Unknown, Passive Perception 21
Languages common, dwarvish, elvish, bluebear
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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]

Actions

 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.

 

Bonus Actions

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.
Reactions

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.

Legendary Actions

 

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.

Mythic Actions

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

Name Date Modified Views Adds Version Actions
10/26/2023 10:05:26 PM
5
1
5
Coming Soon
10/26/2023 10:08:30 PM
4
1
5
Coming Soon

Habitat: ForestGrasslandHillMountain

Jake02939

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