
Character
Sloth Bear
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- Type
- Beast
- Gender
- male
- Alignment
- Neutral
- Size
- Large
- Armor class
- 15
- Hit points
- 150
- Speed
- 30
- Challenge
- 10
- Experience
- 5900
- Languages
- Understands Sylvan but cannot speak
- Senses
- Darkvision 60 ft., Passive Perception 15
- Skills
- Athletics, Perception, Stealth
Biography
Kharsh, the Sloth Bear, was a solitary and enigmatic creature that roamed the ancient forests of the Ashura Mountains. Born from the union of a mighty bear and a mystical sloth, his unique heritage set him apart from all other denizens of the wild. As a young cub, Kharsh was raised by a reclusive tribe of forest-dwellers, who revered his immense strength and resilience. They taught him the ways of the land, how to forage for the most succulent berries and roots, and how to defend himself against the predators that lurked in the shadows. Yet, Kharsh always felt a restless spirit within him, a longing to explore the untamed reaches of the world beyond his secluded home.
Attributes
Strength
20, modifier +5
Dexterity
12, modifier +1
Constitution
20, modifier +5
Intelligence
2, modifier -4
Wisdom
14, modifier +2
Charisma
6, modifier -2
Actions
Mighty Bite
Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 2d10 + 5 piercing damage.
Powerful Swipe
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 3d6 + 5 slashing damage and target must succeed on a DC 15 Strength saving throw or be knocked prone.
Roar of the Wild
All creatures within 30 ft. must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
Abilities
Forest Guardian
Kharsh has advantage on stealth checks in forested areas.
Mighty Resilience
Kharsh regains 10 hit points at the start of his turn if he has at least 1 hit point.
Intimidating Presence
Enemies within 10 feet of Kharsh must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.
Natural Camouflage
Kharsh can hide in natural terrain even when only lightly obscured.
Saving throws
strength
+8
dexterity
+4
constitution
+8
wisdom
+5
Legendary actions
Earthshaking Charge
Kharsh moves up to his speed in a straight line. Each creature in his path must make a DC 15 Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save, or half as much on a success.
Furious Grasp
Kharsh makes one Mighty Bite attack and can grapple the target if it is Medium or smaller.
Nature's Wrath
Kharsh summons vines to ensnare his enemies. Each creature within 15 ft. must succeed on a DC 15 Strength saving throw or be restrained until the end of their next turn.