b'Bearfolk Chieftain \n'b'  Family:   Bearfolk  \n'b' With white fur and a sturdy ax, bearfolk chieftains use their size and appearance to threaten strangers. Those who show courage are often welcomed to join the tribe around a fire and feast on seal meat. \n'b'  Medium   humanoid  (bearfolk),  chaotic good  \n'b'  Armor Class  17 (chain shirt, shield)  Hit Points  130 (20d8 + 40)  Speed  40 ft.\n'b' STATS STR: 21 (+5) DEX:  14 (+2)  CON:  16 (+3)  INT:  9 (-1)  WIS:  14 (+2)  CHA:  12 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dexterity  +4,  Wisdom  +5  Skills   Athletics  +11,  Insight  +5,  Intimidation  +7,  Persuasion  +4,  Survival  +5  Senses   darkvision  60 ft., passive  Perception  12  Languages  Common, Giant  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'\n'b'  Brute . A melee weapon deals one extra die of its damage when the bearfolk chieftain hits with it (included in the  attack ). \n'b'  Frenzy (1/rest) . As a  bonus action , the  bearfolk  can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains  resistance  to bludgeoning, piercing, and slashing damage from nonmagical attacks and has advantage on  attack  rolls.  Attack  rolls made against a frenzied  bearfolk  have advantage. \n'b'  Keen Smell . The  bearfolk  has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The bearfolk makes two attacks with its battleaxe and one with its bite. \n'b'  Battleaxe .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used two-handed. \n'b'  Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) piercing damage. \n'b'  Leadership (Recharges after a Short or Long Rest) . For 1 minute, the bearfolk chieftain can, as a  reaction , utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an  attack  roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the bearfolk chieftain. A creature can benefit from only one Leadership die at a time. This effect ends if the bearfolk chieftain is incapacitated. \n'b'  Savage Charge . If the bearfolk moves at least 20 feet straight toward a creature and then hits it with a battleaxe attack on the same turn, that target must succeed on a DC 15  Strength  saving throw or be knocked  prone . If the target is  prone , the bearfolk can make one bite  attack  against it as a  bonus action . \n'b'  Alternate Critical (Source: Monster Crits for 5e) . When the bearfolk scores a critical hit with its bite attack, it doesn\xe2\x80\x99t deal extra damage. Instead, the target creature is grappled (escape DC 16). While grappling a creature in this manner, the bearfolk can\xe2\x80\x99t issue commands or warnings with its Leadership feature. \n'b'\n'b' About \n'b' Bearfolk thrive over a wide territory. Their fondness for wandering and their honest nature makes them natural friends to dwarves and humans against giants and ogres. \n'b'  Balanced Strength . Ruling even a small clan of bearfolk requires patience, sagacity, and ferocity in equal measure, and chieftains who last more than a season display mastery of such a balance. What tales the skalds do not tell of their deeds can be read in their scars, which they display with pride. Always flanked by loyal guards willing to enforce their will, bearfolk chieftains must nonetheless remain ready to wade into battle at a moment\xe2\x80\x99s notice against the horrors that lurk in their frozen wilderness or the challenges of their would-be successors. \n'b'  Axe of Rulership . Each chieftain owns (and often wields) an axe of some kind as a totem of rulership. Stealing a bearfolk chieftain\xe2\x80\x99s axe is a crime that usually results in death or exile.'