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# Winter Bear The arctic-dwelling winter bear is as large as a dire bear but has snow-white fur and pale blue eyes. Winter bears communicate with one another using growls and roars, but they speak Common well enough to follow simple conversations. Similarly to Winter Wolves, these creatures have also been imbued with elemental cold magic. The brute strength and savagery which resides within a Winter Bear makes them a formidable predator in arctic regions, often dominating huge tracts of land. Not many have ever survived a Winter Bear attack, and even a frost giant would be afraid of taking one on alone.
___ ___ ___ > ## Winter Bear >*Large monstrosity, neutral evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 207 (18d12 + 90) > - **Speed** 40 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|22 (+6)|10 (+0)|20 (+5)|10 (0)|14 (+2)|10 (0)| >___ > - **Saving Throws** STR +10, CON +9 > - **Skills** Athletics +10, Perception +6 > - **Damage Immunities** Cold > - **Senses** Passive Perception 16 > - **Languages** Common, Winter Bear > - **Challenge** 12 (8,400 XP) >___ > - ***Keen Hearing and Smell***. The bear has advantage on Wisdom (Perception) checks that rely on hearing or smell. > - ***Snow Camouflage***. The bear has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. > - ***Frost Walk***. The bear automatically succeeds on Dexterity savings throws to move on icy surfaces. > > ### Actions > > ***Multiattack.*** The bear makes three attacks: One with its bite and two with its claws. > > ***Bite.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft, one target. *Hit:* 15 (2d8 + 6) piercing damage plus 9 > (2d8) cold damage. > > ***Claws.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft, one target. *Hit:* 20 (4d6 + 6) > > ***Icy Breath (Recharge 5-6).*** The bear exhales a blast of freezing wind in a 40-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. > The terrain in that area becomes icy for the next one minute. Whenever a creature first enters icy terrain, ends their turn on icy terrain, or stands up from prone on icy terrain, they must make a DC 14 Dexterity saving throw. Creatures are unaffected on a successful save and fall prone on a failed save. Art used is public domain and edited by /u/I_Once_Was_lesson25