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Borill

Those who are quick to call borills larger bears know nothing about them. Taking on the appearance of what may look like a bear but larger than an elephant and known to push down trees holding prey. They possess an ominous ability to stun living things with a haunting glare. Their temperament is so tempestuous that any other creature, man, or beast crossing its path will leave the confrontation in shreds, regardless if the borill is hungry or not. It is widely agreed by zoologists that borill need no provocation, or need to feed or have any motivation to kill. They are seen in constant fits of beastly rage.   The borill dwells deep within the densest and most remote forests. Its thick fur and fat make it almost invulnerable to the traditional weapons of man or venomous bites that don't pierce deep enough. Its claws are like sharpened swords, capable of shredding through trees with ease. Its teeth are long and razor-sharp, able to crush even the strongest bones with a single bite. The monster's roar is thunderous, shaking the ground beneath it and causing trees to tremble.   If you ever find yourself in the presence of this creature, it is best to avoid its gaze at all costs. Locking eyes with it even for a moment can result in being paralyzed with an ability that arcane scholars still can't fully explain. Many who have encountered the giant bear monster have never been seen again, leading some to believe that it devours its prey whole.
Borill (Beast)
AC: 15 HP: 126 Speed: 50ft, Climb: 30ft Swim: 30ft
STR:23 DEX:10 CON:21 INT:8 WIS:14 CHA:10
Skills: Perception +6 Senses: Passive Perception 16 Challenge: 9, 5000 XP Keen Smell: The borill has advantage on Wisdom (Perception) checks that rely on smell.
Siphon: Becomes emboldened by each enemy struck by fear ( HP+20 AC+2 Melee weapon damage +5)
ACTIONS Multiattack: The borill makes two attacks: both with its claws.   Bite: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) piercing damage.   Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 6) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.   Dreadful Glare: The creature targets one creature it can see within 60 feet of it. If the target can see the creature, it must succeed on a DC 14 Wisdom saving throw against this magic or become frightened until the end of the creature's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all creatures for the next 24 hours.
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