Bearfolk Chieftain

Medium humanoid (bearfolk), Good Chaotic

Armor Class

17 (chain shirt, shield)

Hit Points

130 (20d8+40)

Speed

walk 40 ft.

Saves

Dex +4, Wis +5

Skills

Athletics +11, Insight +5, Intimidation +7, Persuasion +4, Survival +5

Senses

darkvision 60 ft.

Languages

Common, Giant

Challenge

6

Brute

A melee weapon deals one extra die of its damage when the bearfolk cheiftain hits with it (included in the attack).

Frenzy (1/Rest)

As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.

Keen Smell

The bearfolk has advantage on Wisdom(Perception) checks that rely on smell.

Savage Charge

If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the bearfolk can make one bite attack against it as a bonus action.

Actions

Multiattack

The bearfolk makes two attacks with its battleaxe and one with its bite.

Battleaxe

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed.

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Leadership (Recharges after a Short or Long Rest)

For 1 minute, the bearfolk chieftain can, as a reaction, utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated.