Dire Bear
Dire Bear (Heavy; CR 9)
Neutral - Large - Animal |
---|
Lore: | Know (Nature) | ||
18 | 33 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
28 | +18 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
- Walk 30 ft.
- Lesser Swim 30 ft.
Defense
AC |
Man Def |
Monster Health | ||
356 | 178 | 14 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +11 |
Refl: | +6 |
Will: | +6 |
Strong Against:
- ER 14/Common (Acid, Cold, Fire, Lightning, Sonic)
- DR 14/Common (Bludgeoning, Crushing, Piercing, Slashing, Slime)
- (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
Offense
Standard Attack (Melee):
Full Attack (Melee):
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
28 |
STR |
12 |
DEX |
24 |
CON |
2 |
INT |
16 |
WIS |
14 |
CHA |
Feats:
- Combat Reflexes (EFFECT: Monsters with this feat make up to 4 attacks of opportunity per round instead of one.)
Special Abilities
Raking Smash (Ex) Standard Action |
As a standard action, a Dire Bear may sweep its huge paws in mighty scything arcs, attacking all creatures within its reach with its Powerful Claws attack (d20+15 (3d6+4/x2) as slashing (physical, common)) . It rolls a to-hit roll for each enemy creature in its reach, but rolls damage only once; each struck creature takes that damage. In addition, any creature successfully stuck must make a Reflex saving throw (DC 19) or fall Prone. If the bear takes a full attack action, it may use this power as the first attack of that full attack (replacing a Bruin's Bite attack), but it must use all its remaining attacks upon a single foe for each attack. |
Ursine Maul (Ex) Swift Action |
As a swift action once per round, a Dire Bear may make a Bruin's Bite attack (d20+15 (3d10+13/x2) as crushing (physical, common)) against any enemy creature it can reach that is Prone. |
Bruin's Vitality (Su; Heavy Role) Automatic Upon Death |
When a Dire Bear is reduced to zero hit points, it is not killed. Instead, it gains immunity to all damage until the end of its next turn. In addition, any conditions it is currently afflicted with are immediately ended, and its hit points are reset to half its normal maximum (178 hit points). Its ability to take actions is not hampered in any way during this period of immunity. At the end of its next turn, the immunity expires. The Dire Bear is killed for good the second time its hit points reach zero. Detecting the fact that Bruin's Vitality has activated takes a Naturalism or Knowledge (Nature) check with an Average DC of 22, or a Perception or Heal check with a Hard DC of 30. Failing the roll informs the player only that the Bear is Bloodied. |
Dire Bear
This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.This monster frequently has the Heavy role, but may be set to different roles if desired.Dire Bears are BIG. They seem much larger than simply 'Large', with their squat, powerful builds, massive jaws and claws, and that massively thick coat of fur. Dire Bears are fairly simple foes, although magicians tend to hate them, as their massive coats render them highly resistant to all the best sorts of energy damage. Granted, melee combatants don't like them either, as they attack with deadly power and skill. When they take the time to deliver full power attacks, staying on your feet can be a real challenge with five tons of angry bear smashing you. Even worse, if it knocks an enemy down, Dire Bears immediately begin mauling the hapless victim, while its other attacks do not even slow down.
Dire Bears are great favorites of the large and powerful, and it has been speculated that there are more Dire Bears living as pets and attack beasts of the various Giant clans than live in all the wild. In the wild, Dire Bears are more than able to hold their own against such magical terrors as Drakes and Owlbears, although Bulettes.... Bulettes are in their own weight class.
Dire Bears are huge black and brown bears which can be encountered in almost any wilderness, mountain, hilly, barren, it doesn't matter. Dire Bears do amazingly well in swamps, of all places. Domesticated dire bears can be found anywhere their masters take them, where their durability in fights and keen noses make them valued pets and guards. Dire Bears are often encountered in pairs, and it is common for such pairs to have a fully grown third or even fourth bear attached as well.
Combat Tactics
A Dire Bear closes in for the kill. They are not particularly stealthy, but they have amazing speed for their size, and will charge into combat as fast as possible. Once engaged in melee, a Dire Bear fights with canny skill, moving in for a full attack and then spending its action point to use Raking Smash against as many as it can reach, hoping to knock someone down for Mauling. Dire Bears will not work to achieve flanks, but they certainly know what they are and will take advantage of flanks if they can. A Dire Bear's full attack delivered from a flank is something to be avoided!
Once the fight is joined, a Dire Bear will never even consider retreat.
Out of Combat
Dire Bears are solid, dangerous foes. They can live anywhere, are disturbingly fecund, and are easily domesticated. Dire Bears are very common, and very scary, either as pets, guards, or watch animals for Giants and other types of monsters.
Rewards
XP: 12,800 (Heavy role included.)
Treasure: Sellable Goods worth 10,250 gp.
- Weight: 180 lbs. Volume: 7.2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 8 | Nothing Found |
9 - 12 | 1 Languid Remnant (tier 1) |
13 - 15 | 1 Pale Remnant (tier 2) |
16 - 18 | 1 Bright Remnant (tier 3) |
19 - 20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 3 | 4 Languid Remnants (tier 1) |
4 - 7 | 4 Pale Remnants (tier 2) |
8 - 11 | 1 Intense Remnant (tier 4) |
12 - 15 | 1 Blazing Remnant (tier 5) |
16 - 18 | 1 Vital Remnant (tier 6) |
19 - 20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 3 | 4 Bright Remnants (tier 3) |
4 - 5 | 4 Intense Remnants (tier 4) |
6 - 8 | 4 Blazing Remnants (tier 5) |
9 - 11 | 4 Vital Remnants (tier 6) |
12 - 15 | 1 Prime Remnant (tier 7) |
16 - 18 | 1 Mythic Remnant (tier 8) |
19 - 20 | 1 Empyrean Remnant (tier 9) |