Bearfolk Chieftain
Medium Humanoid chaotic good
- Armor Class: 17 (chain shirt, shield)
- Hit Points: 130 (20d8+40)
- Speed: walk 40 ft.
- Challenge Rating: 6 (2,300 XP)
- Source: Creature Codex, page 51
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 21 (+5) |
14 (+2) |
16 (+3) |
9 (-1) |
14 (+2) |
12 (+1) |
- Saving Throws: Dex +4, Wis +5
- Skills: athletics +11, insight +5, intimidation +7, persuasion +4, survival +5
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Common, Giant
Special Abilities
- Brute: A melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack).
- Frenzy (1/rest): As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.
- Keen Smell: The bearfolk has advantage on Wisdom(Perception) checks that rely on smell.
- Savage Charge: If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearfolk can make one bite attack against it as a bonus action.
Actions
- Multiattack: The bearfolk makes two attacks with its battleaxe and one with its bite.
- Battleaxe: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed.
- Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
- Leadership (Recharges after a Short or Long Rest): For 1 minute, the bearfolk chieftain can, as a reaction, utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated.
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