Special Equipment. The Bear has a war staff.
Fey Ancestry. The Bear has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Regeneration. The Bear regenerates 10 hit points at the start of its turn if it has at least 1 hit point.
Mental Domination. The Bear can use its action to force a creature it can see within 30 feet to make a DC 14 Wisdom saving throw. On a failed save, the target is charmed and under the Bear’s control for 1 minute. The charmed target can make another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Control Arena. As an action, the Bear can create a 20-foot-radius field around him for 1 minute. All creatures within this field must succeed on a DC 15 Wisdom saving throw at the start of their turn or become hostile to all other creatures in the area until the field ends. The Bear can use this ability once per long rest.
Multiattack. The Bear makes two attacks with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage.
Psychic Roar (Recharge 5-6). The Bear releases a roar imbued with psychic energy. Each creature within 30 feet of the Bear that can hear it must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.
Imposing Presence. The Bear can use one legendary action to target one creature he can see within 30 feet. The target must succeed on a DC 14 Wisdom saving throw or become frightened until the end of its next turn.
Description
The Bear of the Five Moons is an imposing and brutal warrior known for his ability to dominate the minds of his enemies and make them fight among themselves. He uses his physical strength and mental powers to sow chaos on the battlefield. With a deep connection to dark powers, the Bear is a formidable threat who joins the Black Spider in the final battle, bringing along the dead former companions of the group under his control.
Lair and Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties), the Bear can take a lair action to cause one of the following effects; the Bear can’t use the same effect two rounds in a row:
- The ground within a 20-foot radius around the Bear becomes difficult terrain for 1 minute. Each creature in the area must succeed on a DC 14 Strength saving throw or be restrained by entangling roots and vines. A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success.
- The Bear calls forth a swarm of insects to attack one creature that it can see within 60 feet. The target must succeed on a DC 14 Constitution saving throw or take 10 (3d6) piercing damage and be blinded until the end of its next turn.
- The Bear summons spectral warriors that appear in unoccupied spaces within 30 feet of it. These warriors last until the start of the Bear’s next turn. Each spectral warrior makes a melee attack against one creature within 5 feet of it with a +5 attack bonus. On a hit, the target takes 9 (2d8) force damage.
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