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# Great Black
Large beast chaotic neutral
 
**Armour Class:** 15 (natural armor)<br>
**Hit Points:**  76 [roll:8d10 + 32]<br>
**Proficiency Bonus:** +4<br>
**Movement:** 40&nbsp;&nbsp;&nbsp;&nbsp;nbsp;&nbsp;&nbsp; *Climb:* 30
 
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| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** |
|---------|---------|---------|---------|---------|---------|
| 20 (+5) | 12 (+1) | 18 (+4) | 2 (-4) | 13 (+1) | 7 (-2) |
 
---
 
**Saving Throws:** <br>
**Skills:** Perception +3<br>
**Senses:** darkvision 60 ft, passive Perception 13<br>
**Languages:** -<br>
**Challenge:** 6 / (2,300XP)
 
**Damage Resistances:** Piercing, slashing, blunt<br>
 
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![[~attachments/.jpg|]]
 
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Special Abilities

Blood Frenzy

The bear has an advantage on melee atack rolls against any creature that doesn’t have all its hit points.

Keen Smell

The bear has an advantage in Wisdom (Perception) checks that rely on smell.

Actions

Multiattack

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

Bite

Melee Weapon Attack: +7 to hit , reach 5 ft., one target.

Hit: 12 (1d8 + 5) piercing damage.

Claws

Melee Weapon Attack: +7 to hit , reach 5 ft., one target.

Hit: 14 (2d6 + 5) slashing damage.

Frightful Presence

Each creature of the bear’s choice that is within 60 feet of it and can see it must succeed on a DC 14 Wisdom saving throw or become frightened for 2 rounds. A creature can repeat the saving throw at the end of each turn, ending the effect on itself on a success. If a creature’s saving throw succeeds or the effect ends, the creature is immune to the bear’s Frightful Presence for the next 24 hours.

Trample

Great Black can make a ‘Trample’ atack as an action. Each creature in a 10-foot-wide and 20-foot-long line in Great Black’s path must make a DC 15 Strength saving throw. A target takes 10 bludgeoning damage on a failed save and is knocked prone. On a successful save, the target takes half as much damage and isn’t knocked prone. A creature that fails its saving throw by 5 or more is also stunned until the end of its next turn.