Innate Spellcasting The Bark Bear’s innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks)
It can innately cast the following spells, requiring no components:
At will: goodberry, cure wounds, speak with plants, animal messenger
3/day each: wind wall, wall of spikes
1/day each: geas, mass cure wounds
Spellcasting The Bark Bear is a 5th level spellcaster (spell save DC 18, +10 to hit with spell attacks). The Bark Bear has the following druid spells prepared
Cantrips (at will): druidcraft, resistance, mending (use plants instead of objects), guidance
1st level (4 slots): speak with animals, purify food and drink, fog cloud, animal friendship
2nd level (3 slots): lesser restoration, pass without a trace, gust of wind
3rd level (2 slots):conjure animals , daylight
One with nature The Bark Bear is aware of the presence of any creature within 300 feet of itself
Magic Weapons The Bark Bear’s attacks are magical
Allies of the forest If the Bark Bear’s hitpoints drop lower than half its hitpoint maximum for the first time then a Treant appears and defends the Bark Bear that can’t use the action animate trees
Multiattack. The Bark Bear makes two attacks with its claws and one with its bite
Claws Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 39 (7d8 + 8) slashing damage
Bite Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 48 (9d8 + 8) piercing damage
Thunderous Roar (Recharge 5–6) The Bark Bear unleashes a mighty roar in a 30-foot cone. Each creature inside the area must make a DC 20 Constitution savings throw or take 44 (8d10) thunder damage and fall prone
Guardian of the forest Whenever a creature does damage to a plant or animal native to the forest that the Bark Bear lives in, the Bark Bear can make one bite attack against that creature
The Bark Bear can take 3 Legendary Actions , choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent Legendary Actions are regained at the start of each turn.
Cantrip(Costs 1 Action). The Bark Bear casts a cantrip either from its innate spellcasting or its prepared spells
1st level spell (Costs 2 Actions). The Bark Bear casts a 1st level spell either from its innate spellcasting or its prepared spells
2nd level spell (Costs 3 Actions). The Bark Bear casts a 2nd level spell either from its innate spellcasting or its prepared spells
Description
Bark Bear
A Bark Bear is a Guardian of The Forest, made by ancient elves to protect the forests from being cut to extinction and to rid the forest of unwanted monstrosities infesting the forest. Such animals include blights, fiends, and many types of undead. A Bark Bear will attack any creature that harms a plant or animal native to its forest and will keep relentlessly fighting that creature until it is either dead or it leaves the forest.
Avatars Of Good A Bark Bear is solely driven by three things: defending the forest, aiding good, and destruction of evil, and it will let nothing stop it from doing so. Many adventurers have received help from a Bark Bear in destroying an evil creature that is an active threat to the forest. Good creatures who do not harm the forest can ask for sanctuary in a Bark Bear’s home or for aid in times of need.
Roars of Thunder Bark Bears are imbued with so much powerful nature energy that they can harness the power of thunder as a roar to damage their enemies and knock them off their feet. When attacking, a Bark Bear will knock enemies prone with a roar and then pounce on them, becoming a tornado of claws and teeth to protect its forest home.
Slayer Of Giants Bark Bears have to protect the forest creatures from many creatures, but some of the most notable are evil giants. Bark Bears originally were made for the purpose of killing hill giants and keeping them from trampling over every plant and murdering every animal for food or fun. Bark Bears will sometimes chase a hill or frost giant to its home and kill every evil creature that it sees.
Guardians Of The Material Plane Bark Bears have to protect nature from many creatures including ones from other planes such as demons who want to destroy nature and turn it into whatever hellhole they came from. Bark Bears will watch over portals and do whatever they can to close it and will persistently try to destroy the portal until it closes.
Construction A Bark Bear is created by an ancient tree (150+ years) that was fell by a humanoid race but not stripped of its bark. Then, you must harvest the blood of a fey attacked by a humanoid unrelated to the person who harvested it (fey doesn’t have to be dead/dying). After that, you must get the tear of a nature god. Later, mix the two together and pour it into the tree, then cast conjure fey as a 9th level spell on the tree to imbue it with a non evil fey spirit that controls the Bark Bear when it becomes animate (alignment is changed to chaotic good in the process) and at the same time cast wish on the tree. Then, cast plant growth on the tree and wait until dawn. When dawn arrives the next day a Bark Bear will be in place of the tree, ready to defend the forest.
Lair and Lair Actions
A Bark Bear's lair is usually a cave in the middle of a forest that is often populated with animals, treants, and good fey
Lair Actions
On initiative count 20 (losing initiative ties), the Bark Bear takes a lair action to cause one of the following effects; the Bark Bear can’t use the same effect two rounds in a row:
- The Bark Bear's lair becomes overgrown with plants and brush. These plants and brush have the effect of plant growth in a 60-foot radius centered on the Bark Bear until initiative count 20 next round . The Bark Bear can choose any number of creatures to be immune to this effect
- The plants in the Bark Bear's lair attempt to grasp creatures in a 30-foot radius centered on the Bark Bear and any creature in that area must make a DC 18Dexterity saving throw or become restrained until initiative count 20 . The Bark Bear can choose any number of creatures to be immune to this effect
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Plants grow twice as fast within 1 mile of the Bark Bear's lair
- Animals attempt to help good creatures but not risking their lives for them within 1 mile of the Bark Bear's lair
If the Bark Bear dies, these effects fade over the course of 1d4 weeks