Medium Elemental (Brown Bear), Chaotic Neutral
Armor Class 14 Natural armour
Hit Points 110 (13d10)
Speed 30 ft., Walk 45 ft.
STR
16 (+3)
DEX
14 (+2)
CON
18 (+4)
INT
5 (-3)
WIS
12 (+1)
CHA
8 (-1)
Damage Vulnerabilities Lightning
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Exhaustion, Grappled
Senses Passive Perception 11
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Actions:

 

Multiattack: The Water Bear elemental can use its Frightful Presence. It then makes two melee attacks.

Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) cold damage.

Frightful Presence: Each creature within 30 ft. of the Water Bear elemental that can see it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Water Breath (Recharge 5-6): The Water Bear elemental exhales a 15-foot cone of water. Each creature in that area must make a DC 13 Strength saving throw, being knocked prone on a failed save, or taking half as much damage on a successful one. In addition, creatures within the area have their movement speed halved for 1 minute.

Ice spike: the water bear elemental launches a spike off of its back towards a target within 60ft. on a hit, the target takes 1d10 piercing damage. hit or miss, the spike then explodes. the target and each creature within 5ft of it must succeed on a dex saving throw or take 2d6 cold damage. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Legendary Actions:

 

The Water Bear elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Water Bear elemental regains spent legendary actions at the start of its turn.

 

Move: The Water Bear elemental moves up to its speed without provoking opportunity attacks.

Slam: The Water Bear elemental makes one slam attack.

Water Breath (Costs 2 Actions): The Water Bear elemental uses its Water Breath action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

the water bear elemental resembles the skeleton of a large black bear that is encased in water and ice, having razor sharp ice claws and teeth and a thick water body instead of muscle and tissue. it has several icy spikes on its back which it can launch at its prey/target.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Elemental

Habitat: CoastalSwampUnderwater

bbatten21_s

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