Tibbers (5e Creature)

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Tibbers

Large monstrosity, chaotic evil


Armor Class 15 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 12 (+1)

Saving Throws Constitution, Strength
Senses passive Perception 11
Languages Understands Common, Infernal. Cannot Speak.
Challenge 5 (1800 XP)


Flame Aura. Tibbers deals 1d4 flame damage to all creatures he chooses within 5 feet of him whenever they start their turn and each time they move within 5 feet of him. (Note this damage is separate from the fire damage caused by his attacks. There is potential to take 1d4 flame aura +1d4 flaming claw +1d4 flaming claw fire damage in one turn)

Recovery. If Tibbers is more than 30 feet away from any enemies for an entire round, he regains 2d6+3 HP. In addition, if Tibbers is moving towards Annie he gets an additional 10 movement speed. If he is damaged from any effect such as traps, arrows, or continued damage as in Phantasmal Force, These effects are nullified.

Enrage. Tibbers automatically enrages for 1 turn on summon, when Pyromania Pyromania Stuns an enemy creature, or when Annie dies. During this time, you double all of Tibbers Damage Dice excluding Flame Aura. (If He criticals, you double again. So for his Flaming Claw attack instead of 1d6+4 slashing & 1d4 fire damage, You would roll 2d6+4 and 2d4. On Critical, 4d6+4 and 4d4). In addition, his movement speed is doubled. This can stack with Recovery and any other effect on Speed.

Death Sense. Tibbers can feel how close enemies are to death and thus can tell the approximate level of health within 5%. He becomes acutely aware of this when enraged. When enraged he knows the exact number of hit points remaining on an enemy. He does not know the maxim hit points. He always relays this information telepathically to Annie.

Hot Vengeance. If Annie dies while Tibbers is summoned, he instantly heals himself for 50% missing health and targets her killer. If they are too far away or she dies from another source, he targets the nearest lowest-health enemy creature instead.

ACTIONS

Multiattack-Tibbers Either makes two attacks with his claws or makes 1 bite and 1 bear hug.

Flame Claws. Tibbers makes a slashing strike with his claws: +7 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 1d4 + 4) Slashing & fire Damage.

Fire Bite. Tibbers uses his rasor sharp teeth to bite an enemy creature +7 to hit, reach 5 ft., one target. Hit: 12 (1d6+1d4 + 4) Slashing & Fire damage.

Bear hug. Tibbers gives an enemy creature a great big ol' hug, usually with Annie's encouragement. +7 to hit, reach 5 ft., one target. Hit: Tibbers attempts to grapple an enemy. On success, the creature is grappled and takes 2 (1d4) fire damage.


Tibbers is not a conjured being. He was magically enchanted by Annie when she was 2 years old. He resides in the Teddy Bear she carries around with her. Tibbers adores Annie and will defend her with his life though he cannot truly die unless Annie does. If Annie dies the enchantment on her teddy bear will end in 1d6 weeks and Tibbers will revert back to his true form, that of a brown bear. If this happens Tibbers will retain his Intelligence, but his abilities and other attributes will revert to a brown bear. Tibbers will attempt to avenge Annie. Tibbers obeys Annie's every word. If he isn't given a command he will attack the nearest enemy. However, he will not stray more than 30 feet away from Annie unless she commands it. In addition, if Annie moves more than 60 feet away from Annie he will teleport to the closest empty tile of Annie (even if she commands him to stay).


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