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Bearfolk Chieftain

Size
Medium
Type
Humanoid
Challenge Rating
6
Source
Creature Codex
Alignment
Chaotic-Good
Armor Class
17
Speeds
40
Walking Speed
40
Strength Score
21
Dexterity Score
14
Constitution Score
16
Intelligence Score
9
Wisdom Score
14
Charisma Score
12
Saving Throws
Dexterity, Wisdom
Skill Proficiencies
Athletics, Insight, Intimidation, Persuasion, Survival
Vision
Darkvision (60ft)
Languages Ref
Common, Giant
Hit Points
130
Languages
Aethyrian Common, Giant

Medium humanoid (bearfolk), chaotic good


Armor Class 17 (chain shirt, shield)

Hit Points 130 (20d8+40)

Speed 40 ft.


STR
21 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
9 (−1)
WIS
14 (+2)
CHA
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

Challenge 6 (2,300 XP)

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.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.