Initiative
|
15
|
Defense
AC
|
27
|
Man Def
|
26
|
Monster Health
|
356 |
178 |
14
|
Hit Points |
Bloodied |
Hit Dice
|
Saving Throws
|
Fort: |
+11
|
Refl: |
+6
|
Will: |
+6
|
Strong Against:
- Massive Coat: ER 15/cold/fire/lightning, Bruin's Vitality DR15/-
- (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.
Weak Against:
Offense
|
|
|
|
Size: |
Large
|
10 ft. |
5 ft.
|
Space |
Reach
|
To-Hit
|
+15
|
Man Off
|
+14
|
Standard Attack (Melee):
- 1x Bruin's Bite +15 (3d10+14/x2)
as undefined damage typeExpression error: Unexpected < operator.
Full Attack (Melee):
- 2x Bruin's Bite +15 (3d10+14/x2)
as undefined damage typeExpression error: Unexpected < operator.
Standard Attack (Ranged):
Siege Damage: Not siege capable
Statistics
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)
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As a standard attack action, a Dire Bear may sweep its huge paws in mighty scything arcs, attacking all creatures within its reach. It rolls a single Powerful Claws attack (see above) against every enemy creature in its reach. Roll damage once, each struck creature takes that damage and must make the reflex saving throw (DC ) or it falls Prone.
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Ursine Maul (Ex)
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As a swift action once per round, a Dire Bear may make a Bruins Bite attack against any enemy creature it can reach that is Prone.
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Bruin's Vitality (Su)
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When a Dire Bear is reduced to zero hit points, it is not killed. Instead, it gains Immunity to all damage until the beginning of its next turn and its hit points are set to half its normal maximum. Its ability to take actions is not hampered in any way during this period of Immunity. At the beginning of its next turn, the Immunity expires and is replaced by DR 15/-, which remains for one further round. 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 an [[1]] Naturalism or Knowledge (Nature) roll against the CR of the bear, or a [[2]] Perception roll against the CR of the bear. Failing the roll informs the players only tha the Bear id Bloodied.
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Reversal of Fortune (Ex; Heavy Role) Auto Upon Death
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The first time in an encounter that a Heavy is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Heavy becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.
At the beginning of its next turn, any conditions the Heavy is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (178 hit points). Furthermore, the Heavy may immediately Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. As forced movement, this Slide does not provoke attacks of opportunity, but even if it did, the Heavy is immune to all damage and effects until after the slide is completed. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first.
The Heavy is killed for good the second time its hit points are reduced to zero or less.
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Dire Bear
This creature possesses the Heavy role, and therefore counts as 2 monsters for purposes of encounter size, XP award, and treasure.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, pets, guards, and 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
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1 - 8 |
Nothing Found
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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.
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Table 2: Remnant(s) Found
|
1 - 3 |
4 Languid Remnants (tier 1)
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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.
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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)
|