# Bearfolk Chieftain *Medium* *Humanoid* *chaotic good* - **Armor Class:** 17 (chain shirt, shield) - **Hit Points:** 130 (20d8+40) - **Speed:** walk 40 ft. - **Challenge Rating:** 6 (2,300 XP) - **Source:** Creature Codex, page 51 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 21 (+5) | 14 (+2) | 16 (+3) | 9 (-1) | 14 (+2) | 12 (+1) | - **Saving Throws**: Dex +4, Wis +5 - **Skills:** athletics +11, insight +5, intimidation +7, persuasion +4, survival +5 - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** Common, Giant ### Special Abilities - **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.