Bearfolk Thunderstomper
Book of Ebon Tides p. 165 (Third Party)
- Size
- Medium
- Type
- humanoid (bearfolk)
- Alignment
- chaotic neutral
- AC
- 15 (chain shirt)
- Hit Points
- 105 (14d8+42)
- Speed
- walk 40 ft.
- Saving Throws
- Con +6, Dex +5
- Skills
- Deception +7, Insight +5, Perception +5, Performance +7, Persuasion +7
- Senses
- darkvision 60 ft., tremorsense 30 ft.
- Passive Perception
- 15
- Languages
- Common, Giant, Umbral
- Challenge
- 6
- Lineage
- Bearfolk
Traits
Proficiency Bonus
+3
Deceptive Steps
While traveling, the bearfolk can perform a stomping dance that mimics the thundering footsteps of mighty giants. Any creature within a half mile that hears the sound, but that can't see the bearfolk, must succeed on a DC 15 Perception check or believe the sound comes from real giants (or other Huge or larger creatures).
Keen Smell
The bearfolk has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack
The bearfolk uses their Thunder Stomp or Warsong. They also make one Bite attack and one War Flute attack.
Bite
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
War Flute
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) thunder damage.
Spellcasting
The bearfolk casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
- At will: dancing lights, prestidigitation, vicious mockery
- 2/day each: charm person, disguise self, mirror image, thunderwave
- 1/day each: compulsion, enthrall, freedom of movement, hypnotic pattern
Thunder Stomp
The bearfolk hammers their feet on the ground while chanting, emitting destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 15 Strength saving throw or take 10 (3d6) thunder damage and be knocked prone.
Warsong
The bearfolk sets an inspiring rhythm with their dancing. Each ally of the bearfolk within 60 feet of them has advantage on all saving throws against being charmed or frightened until the end of the bearfolk's next turn.
Frenzy (1/rest) (Bonus Action)
The bearfolk can trigger a berserk frenzy that lasts 1 minute. They gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons and have advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.
recharge
1/DAY
Taunt (2/rest) (Bonus Action)
The bearfolk can target one creature within 30 feet of them. If the target can hear the bearfolk, the target must succeed on a DC 15 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bearfolk's next turn.
recharge
2/DAY
Spells
Dancing Lights, Prestidigitation, Vicious Mockery, Charm Person, Disguise Self, Mirror Image, Thunderwave, Compulsion, Enthrall, Freedom of Movement, Hypnotic Pattern
Other data
description
This gaudily dressed humanoid bear stomps on the ground to a pounding rhythm to accompany her singing.
Bearfolk thunderstompers are raucous bards that help to elevate the fight against shadow.
Jolly Big Bards. Thunderstompers tend to be jovial, loud, and larger than life. They eagerly dive into dangerous situations, confident their dancing stomps will see them through. They typically accompany their stomping with singing or chanting, flute playing, or some form of percussion instrument.
Way of the Stomp. The bearfolk developed the thunderstomper style as a way of mimicking the sounds and vibrations of giant-kin. This allowed small groups of traveling bearfolk to fool their ancient enemies and avoid dangerous encounters. Later, the dancing style was honed to generate thunderous energy.