{"name":"Phantom Bear","challenge_rating":"4","xp":"1100","types":"Undead","pb":"+3","size":"Large","sizer":"NONE","languages":"","alignment":"unaligned","description":"","suggested_environments":"","armor_class":"14 (natural armor)","hit_points":"93 [roll:11d10+33]","strength":"19","dexterity":"14","constitution":"17","intelligence":"2","wisdom":"12","charisma":"7","base_movement_units":"sq.","base_movement_in_ft":"8","fly_movement_in_ft":"","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","senses":"darkvision 12 sq., passive Perception 11\t","skills":"","saving_throws":"","damage_vulnerabilities":"","damage_resistances":"","damage_immunities":"","condition_immunities":"","spellcasting":"","cast_at_will":"","cast_one_per_day":"","cast_twice_per_day":"","cast_thrice_per_day":"","special_abilities":"[b][i]Incorporeal Movement.[\/i][\/b] The Phantom Bear can move through other creatures and objects as if they were difficult terrain. It takes 5 ([roll:1d10]) force damage if it ends its turn inside an object.\r\n\r\n[b][i]Keen Smell.[\/i][\/b] The Phantom Bear has advantage on Wisdom (Perception) checks that rely on smell.\r\n\r\n[b][i]Necrotic Aura.[\/i][\/b] At the start of each of the Phantom Bear's turns, each creature within 1 square of it takes 7 ([roll:2d6]) necrotic damage. A creature that touches the Phantom Bear or hits it with a melee attack while within 1 square of it takes 7 ([roll:2d6]) necrotic damage.","actions":"[b][i]Multiattack.[\/i][\/b] The Phantom Bear makes two attacks: one with its bite and one with its claws.\r\n\r\n[i][b]Bite.[\/b] Melee Weapon Attack:[\/i] +7 to hit, reach 1 sq., one target. Hit: 15 ([roll:2d8 + 6]) piercing damage.\r\n\r\n[b][i]Claws.[\/i][\/b] Melee Weapon Attack: +7 to hit, reach 1 sq., one target. Hit: 17 ([roll:2d10 + 6]) slashing damage.\r\n\r\n[b][i]Necrotic Roar (Recharge [roll:1d6>=5]).[\/i][\/b] The Phantom Bear emits a terrifying roar infused with necrotic energy. Each creature within 6 squares of the bear that can hear it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, a creature is also paralyzed. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.","bonus_actions":"","reactions":"","legendary_actions":"","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"","tags":"Undead,CR 4,Homebrew","templateId":"2991","blockId":"1446291","world":"cd8d7774-14cd-4451-baa2-3c0d8c44cfe7","folder":"28066","isShared":"on"}