- Battle Trance: Bjorn can enter a trance as a bonus action, gaining advantage on melee weapon attack rolls and resistance to all damage except psychic. This trance lasts for 1 minute or until he is incapacitated.
- Fearsome Presence: Enemies within 30 feet of Bjorn must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.
- Multiattack: Bjorn makes two greataxe attacks.
- Greataxe: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (1d12 + 5) slashing damage.
- Throwing Axe: Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 11 (1d6 + 5) slashing damage.
When hit by a melee attack, Bjorn can make one melee weapon attack against the attacker.
Bjorn 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. Bjorn regains spent legendary actions at the start of his turn.
- Attack: Bjorn makes one weapon attack.
- Move: Bjorn moves up to half his speed without provoking opportunity attacks.
- Rally (Costs 2 Actions): Bjorn lets out a war cry, bolstering his allies. Each ally within 30 feet of him can use their reaction to make one weapon attack.
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
Bjorn the Fierce is a towering figure, his physique a testament to countless battles. His hair is like a mane of fire, wild and untamed, cascading over a broad set of shoulders. His beard, braided with the teeth of his enemies, frames a face that has known little but the heat of battle. His eyes, a piercing blue, are alight with the fury of the storm. He wears the pelts of bears and wolves, and his armor is adorned with runes of power and protection.
Lair and Lair Actions
Bjorn’s lair is a great hall on Berserker Island, adorned with trophies of war and the banners of fallen enemies. The island itself is a harsh, unforgiving place, where only the strong survive and the weak are left to the wolves.
- On initiative count 20 (losing initiative ties), Bjorn can call upon the spirit of the bear, causing one of the following effects; he can’t use the same effect two rounds in a row:
- Bear’s Roar: Allies within the lair gain temporary hit points equal to 1d10 + Bjorn’s Charisma modifier.
- Spiritual Claws: Spectral claws strike up to three creatures Bjorn can see within 60 feet of him. Each target must make a DC 16 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one.
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