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Vampiric Dire Bear

Challenge
Tags
Terrain
str
21
dex
14
con
16
int
2
wis
13
cha
7

AC 17 (natural armor)

HP 114 (12d12+36; bloodied 57)

Speed 40 ft., climb 30 ft.


Proficiency +4; Maneuver DC 17

Saving Throws Dex +6, Wis +5, Cha +2

Skills Perception +5 (+1d8), Stealth +6 (+1d8), Survival +5

Damage Resistances necrotic; damage from nonmagical, non-silvered weapons

Senses darkvision 120 ft., passive Perception 14

Languages


Keen Smell. The bear has advantage on Perception checks that rely on smell.

Regeneration. The bear regains 10 hit points at the start of its turn if it has at least 1 hit point and hasn’t taken radiant damage since its last turn.

Spider Climb. The bear can climb even on difficult surfaces and upside down on ceilings.

Vampire Weaknesses. When the bear ends its turn in contact with one of its weaknesses (such as being bathed in sunlight or running water), it takes 20 radiant damage. While in contact with its weakness, the bear can’t use its Regeneration trait.

Turn Resistance. The bear has advantage on saving throws against any effect that turns undead.


ACTIONS

Multiattack. The bear makes two attacks: one with its bite and one with its claws.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage dealt, and the bear regains this number of hit points. The reduction lasts until the target finishes a long rest . If the target is reduced to 0 hit points by this attack, it dies.

Charm Simpleton. The bear targets one beast , giant , or humanoid it can see within 30 feet of it. If the target can see the bear and has an Intelligence of 7 or lower, it makes a DC 13 Wisdom saving throw or becomes charmed by the bear. The charmed target regards the bear as a trusted friend to be heeded and protected. Although the target isn’t under the bear’s control, it takes the bear’s requests or actions in the most favorable way it can, and it is a willing target for the bear’s bite attack. Each time the bear or the bear’s companions do anything harmful to the target, it can repeat the saving throw , ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the bear is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.


LEGENDARY ACTIONS

The bear 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. The bear regains spent legendary actions at the start of its turn.

Move. The bear moves up to its Speed without provoking opportunity attacks .

Claw. The bear makes one claw attack.

Bite (Costs 2 Actions). The bear makes one bite attack.

Combat

Battle ensues after the vampiric dire bear detects the adventurers and it fights to the death, retreating with a PC in its jaws only if it is quickly overwhelmed.

Behavior

It stalks the forests northwest of Penner’s Farm brazenly every evening, killing and sucking dry everything it encounters. The trail left by the vampiric dire bear isn’t too hard to follow—it carelessly crashes through the trees without regard for stealth. Only when prey is in sight or within distance of its scent does the monster hide, and during the day it restlessly paces in a cave southwest of Weirhenge.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.