This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
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This creature was created as part of the Player Equivalent CR variant rule using the Martial Artist (Dragon Ball Supplement) class and Adventurer (5e Background) background, and as such does not follow traditional CR.
Medium humanoid (Bear), chaotic neutral
Armor Class 13 (Natural Armor)
Hit Points 30 (4d8 + 12)
Speed 40 ft.
Saving Throws Str +4, Con +5 Skills Acrobatics +3, Athletics +4, Intimidation +5, Performance +5, Survival +2
Senses passive Perception 10
Languages Common
Challenge 4 (1,100 XP)
Ki. Bear Thief has 6 ki points which he can expend. All ki points are regained at the end of a long rest.
ACTIONS
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) force damage.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Sledgehammer (1 Ki Point). As part of an unarmed strike, the target must succeed a DC 13 Constitution saving throw or be stunned until the end of Bear Thief's next turn. Yamcha may only make one sledgehammer attack per turn
Flurry of Blows (1 Ki Point). As a bonus action immediately after Bear Thief takes the Attack action on his turn, he makes two unarmed strikes.
Stand Ground (1+ Ki Point). Bear Thief takes half as much damage from all sources, but can not willingly move until the beginning of his next turn. Yamcha may use this as a bonus action for 1 additional ki point.
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A bear who fought a boy named Son Goku during his early adventures.
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