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Soldier Bear

My PCs recently derailed a whole bunch of my planning through creative play – which is fine, the surprises make the game more entertaining for me this way – they ended up in the Slumbering Ursine Dunes and here are converted monsters for my own reference with abbreviated 5e stat blocks.


The creeping influence of the Weird has made the border cantons of the Overkingdom
world-famous for their quirks and eccentricities. The chilly northern Marches of Nur are no
exception and one of their sharper peculiarities is an undue fondness for military companies
entirely staffed by anthropomorphic bears.

SOLDIER BEAR

Medium humanoid, neutral or chaotic good
AC 11, HP 135, Speed 30′ (bipedal), 40′ (all fours), climb 30′
Saves +4, +3, +0
Languages Common
Challenge 5 (180 XP)

Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS
Roll randomly each round:
  1. Multiattack. The soldier bear can make two claw attacks or one polearm attacks.
  2. Bite. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 2d10 piercing damage.
  3. Claw. Melee Weapon Attack:+7 to hit, reach 5 ft., one target. Hit: 2d8 slashing damage.
  4. Polearm. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1d12 slashing damage.

 

Posted in 5e, Clash of the Titans, Dungeons & Dragons, Monstrous Compendium, Science-Fantasy, Warhammer

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