Medium bugbear, lawful evil
Armor Class: 14 (Natural Armor)
Hit Points: 247 (33d8+99) 33d8+99
Speed:
30 ft
, fly: 0 ft
, burrow: 0 ft
, swim: 0 ft
, climb: 0 ft
Saving Throws: Con +7, Wis +9
Skills: Athletics +7, Nature +4, Perception +9, Survival +9
Senses: Darkvision 60 ft., Passive Perception 19
Languages: Druidic, Common, Goblin
Challenge Rating: 11
Spellcasting.This creature is a 9th-level spellcaster. It's spell casting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks) and has the following Druid spells prepared:
- Cantrips (at will): Druidcraft, Primal Savagery, Thorn Whip
- 1st-level (4 slots): Entangle, Faerie Fire, Fog Cloud, Snare
- 2nd-level (3 slots): Earthbind, Gust of Wind, Hold Person
- 3rd-level (3 slots): Conjure Animals, Dispel Magic, Plant Growth
- 4th-level (3 slots): Freedom of Movement, Grasping Vine, Locate Creature
- 5th-level (1 slot): Wrath of Nature
Brute. A melee weapon deals one extra die of its damage when this creature hits with it (included in the attack).
Mortal Fury. When this creature drops below 120 hit points, it can enter a rage as a bonus action for up to 1 minute. The rage ends early if the creature is knocked unconscious, if it's turn ends and it hasn't attacked a hostile creature or taken damage since it's previous turn, or the creature chooses to end it's rage as a bonus action.
While raging, it gains the following benefits if it isn't wearing heavy armor:
- It has advantage on Strength checks and Strength saving throws.
- When it makes a melee weapon attack using Strength, it gains a bonus to the damage roll equal to it's Strength modifier.
- It has resistance to bludgeoning, piercing, and slashing damage.
If the creature is able to cast spells, it can't cast them or concentrate on them while raging.
Reckless. At the start of it's turn, this creature can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of it's next turn.
Relentless. (Recharges after a Short or Long Rest) If this creature takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Surprise Attack. If this creature surprises another creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
2d6
Actions
Multiattack. The creature makes three Maul or Wildfire attacks. It can replace one attack with a use of Spellcasting or two attacks with a use of Earthstrike.
Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 22 (5d6+5) bludgeoning damage.
5d6+5
Earthstrike. The creature slams the
Giant's Fist Maul into the ground, causing the earth in a 10 ft. radius around it to shatter and become difficult terrain. Each creature within that 10 ft. radius, other than the user, must make a DC 17 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked Prone. A creature that succeeds the saving throw only takes half damage and is not knocked Prone.
2d6
Wildfire. Ranged Spell Attack: +9 to hit, range 120 ft., one target.
Hit: 22 (5d6+5) fire damage and the target is Blinded until the start of this creature's next turn.
5d6+5
Bonus Actions
Change Shape (2/Day). This creature magically transforms into a Beast or an Elemental with a challenge rating of 3 or less and can remain in that form for up to 4 hours. It can choose whether its equipment falls to the ground, melds with its new form, or if it is worn by the new form. The creature reverts to its true form if it dies or falls unconscious. The creature can also revert to its true form using a bonus action.
While in a new form, this creature's stat block is replaced by the stat block of that form, except the creature keeps its current hit points, its hit point maximum, this bonus action, and its ability to speak.
The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.