Dire Bear: Difference between revisions

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{{Template:Monster
{{Template:Monster
| CR = 23
<!-- Version 2.10 -->


| MonsterName = Dire Bear
| CR=<onlyinclude>{{#ifeq:{{{transcludesection|CR}}}
| CR | 9
  <!-- Value: integer between 1 and 40. -->
  }}</onlyinclude>


| Image = Dire_Bear.png
| Min-CR = 6
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
| Max-CR = 14


| Role = Heavy
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
   <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
| MonsterName | Dire Bear
   }}</onlyinclude>


| Description = 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.
| Image=<onlyinclude>{{#ifeq:{{{transcludesection|Image}}}
| Image | Dire_Bear.png
  <!-- Value: file name and extension only    -->
  }}</onlyinclude>


: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.
| Caption=<onlyinclude>{{#ifeq:{{{transcludesection|Caption}}}
| Caption |
  <!-- Optional: inserts hover text for the image. If left blank, will insert the monster's name. -->
  }}</onlyinclude>


: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.
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role | Heavy
  <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


  }}</onlyinclude>


| Alignment = Neutral
  <!-- Prevent this monster from being assigned certain roles in MMM -->
   <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
| Restrict-Role-No-Role = Y
| Restrict-Role-Heavy =
| Restrict-Role-Killer =
| Restrict-Role-Leader =
| Restrict-Role-Legend =
| Restrict-Role-Minion = Y
| Restrict-Role-Shooter =
| Restrict-Role-Skirmisher = Y
| Restrict-Role-Sneak =
| Restrict-Role-Swarm =
| Restrict-Role-Tank =
| Restrict-Role-Threat =
| Restrict-Role-Villain =  
   <!-- Values: Y or leave blank -->


| Size = Large
| Pattern1=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern1}}}
   <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| Pattern1 |
   <!-- Use to assign a Pattern to the monster, which will alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Type = Animal
| Pattern2=<onlyinclude>{{#ifeq:{{{transcludesection|Pattern2}}}
   <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| Pattern2 |
   <!-- Use to assign a second Pattern to the monster, which will further alter its effective CR.  Or leave blank. -->
  }}</onlyinclude>


| Subtype =
  <!--If any-->


| NudgeBasicLoreValue =  
| Description=<onlyinclude>{{#ifeq:{{{transcludesection|Description}}}
| Description | '''''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.
  }}</onlyinclude>
 
| Alignment=<onlyinclude>{{#ifeq:{{{transcludesection|Alignment}}}
| Alignment | Neutral
  <!-- Values: Lawful Good, True Lawful, Lawful Evil, Pure Good, Neutral, Pure Evil, Chaotic Good, True Chaotic, Chaotic Evil -->
  }}</onlyinclude>
 
| Size=<onlyinclude>{{#ifeq:{{{transcludesection|Size}}}
| Size | Large
  <!-- Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic -->
  }}</onlyinclude>
 
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Animal
  <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  }}</onlyinclude>
 
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |
  <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
  <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
  <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
  <!-- Only one entry in this field. If multiple options exist, choose the most important/appropriate one. -->
  <!-- Add any secondary subtypes into the notes field below. -->
  <!-- Otherwise leave blank.  -->
  }}</onlyinclude>
 
| Subtype2=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype2}}}
| Subtype2 |
  }}</onlyinclude>
 
| Subtype3=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype3}}}
| Subtype3 |
  }}</onlyinclude>
 
| Subtype4=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype4}}}
| Subtype4 |
  }}</onlyinclude>
 
| Subtype5=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype5}}}
| Subtype5 |
  }}</onlyinclude>
 
 
| NudgeBasicLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeBasicLoreValue}}}
| NudgeBasicLoreValue|
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- This field lets you alter the DC of the basic knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>


| NudgeFullLoreValue =  
| NudgeFullLoreValue=<onlyinclude>{{#ifeq:{{{transcludesection|NudgeFullLoreValue}}}
| NudgeFullLoreValue|
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- This field lets you alter the DC of the full knowledge check for this monster -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
}}</onlyinclude>
| Lore-Notes =
  <!-- Notes related to the monster's lore check can be put here -->
  <!-- Example: "identifies as a CR 5 Ghoul if lore check is failed." (no quotes) -->


| NudgeInit = +3
| NudgeInit = +3
   <!--CR 9 INITIATIVE = +4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
 
| Nudge-Ambush-Chance =
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
  <!-- Default value is 10+ on a d20 -->
 
| Ambush-Chance-Notes =
  <!-- Put any comments about ambush preferences here, or leave blank -->
 
  <!-- SENSES -->
  <!-- These senses have no ranges; the monster either has them (Value: "Y") or doesn't (leave blank) -->
| Sense-Is-Blind-to-Vision =
| Sense-Is-Blind-to-Sound =
| Sense-Is-Blind-to-Smell =
| Sense-Has-Low-Light-Vision = Y
 
  <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),
        or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range =
| Sense-Heartsight-Range =
| Sense-Keen-Hearing-Range =
| Sense-Precise-Hearing-Range =
| Sense-Echolocation-Range =
| Sense-Scent-Range =
| Sense-Keen-Scent-Range = 40
| Sense-Perfect-Scent-Range =
| Sense-Airsense-Range =
| Sense-Blindsense-Range =
| Sense-Cloudsense-Range =
| Sense-Lifesense-Range =
| Sense-Mindsense-Range =
| Sense-Tremorsense-Range =
| Sense-Watersense-Range =
 
  <!-- If you want custom text in the 'Senses' field, use the field below, or leave blank -->
| Senses-Custom-Text =


| Senses = [[Standard Vision]], [[Low-Light Vision]] 120 ft., [[Keen Scent]]
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]          -->


| NudgePerception = +4
| NudgePerception = +4
  <!--CR 9 PERCEPTION = +14 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


| NudgeAC =  
| NudgeAC =  
  <!--CR 9 AC = 28 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeTouchAC =  
| NudgeTouchAC = +2
  <!--CR 9 TOUCH AC = 18 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeFFAC =
  <!--CR 9 FLAT-FOOTED AC = 22 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeCMD =
  <!--CR 9 CMD = 28 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->


| NudgeHitPoints =  
| NudgeHitPoints =  
  <!--CR 9 HIT POINTS = 160 -->
   <!-- Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any) -->
   <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->




Line 79: Line 184:
| Refl =  
| Refl =  
| Will =  
| Will =  
  <!--CR 9 STRONG SAVE = +12; WEAK SAVE = +8 -->
   <!-- Values: S (for Strong save), leave blank for Weak save
   <!--Values: "S" (for Strong save), leave blank for Weak save
        * Most monsters have 1 strong save and 2 weak saves
      * Most monsters have 1 strong save and 2 weak saves
        * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
        * Dragons have 3 strong saves                               -->
      * Dragons have 3 strong saves-->


| NudgeFort =  
| NudgeFort =  
| NudgeRefl =  
| NudgeRefl =  
| NudgeWill =  
| NudgeWill =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-3                   -->


| SR =  
| SpecialDefenses = ER {{Hit-Dice}}/{{ER|Common}}
   <!--Values: Y (for Yes), or leave blank-->
* DR {{Hit-Dice}}/{{DR|Common}}
   <!-- Put any DR or ER values here -->


| NudgeSR =  
| StrongAgainst =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   <!-- Put any 'immunity' or 'hardened' values here;
 
        immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
| SpecialDefenses = Massive Coat: ER 15/cold/fire/lightning,  Bruin's Vitality DR15/-
          '''''Hardened (1/2 damage):'''''
  <!--Put any DR or ER values here-->
          '''''Immune (no effect):'''''                                                                  -->


| StrongAgainst =  
| Hide-Role-Strong-Against-1 =  
   <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for role (if any))   -->


| Hide-Type-Strong-Against-1 =  
| Hide-Type-Strong-Against-1 =  
Line 108: Line 213:
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-5 =  
| Hide-Type-Strong-Against-6 =  
| Hide-Type-Strong-Against-6 =  
   <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type (if any))   -->


| Hide-Subtype-Strong-Against-1 =  
| Hide-Subtype-Strong-Against-1 =  
Line 116: Line 221:
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-6 =  
| Hide-Subtype-Strong-Against-6 =  
   <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any)) -->


| WeakAgainst =  
| WeakAgainst =  
   <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
   <!-- Put any 'vulnerable' or 'defenseless' values here;
        vulnerabilities based on type (e.g. Vermin) are automatically added
          '''''Vulnerable (1.5x damage):'''''
          '''''Defenseless (2x damage):'''''                                                              -->


| Hide-Type-Weak-Against-1 =  
| Hide-Type-Weak-Against-1 =  
| Hide-Subtype-Weak-Against-1 =  
| Hide-Subtype-Weak-Against-1 =  
   <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))-->
   <!-- Values: Values: Y (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any)) -->
 
  <!-- MOVE TYPES -->
  <!-- If the monster has a given movement type, list the speed, in feet (just the number only), below;
        if they don't have that movement type, leave it blank                    -->
| Move-Type-Walk-Speed = 30
| Move-Type-Burrowing-Speed =
| Move-Type-Tunneling-Speed =
| Move-Type-Earth-Glide-Speed =
| Move-Type-Lesser-Climb-Speed =
| Move-Type-Greater-Climb-Speed =
| Move-Type-Brachiating-Speed =
| Move-Type-Vaulting-Speed =
| Move-Type-Hover-Speed =
| Move-Type-Lesser-Flight-Speed =
| Move-Type-Greater-Flight-Speed =
| Move-Type-Lesser-Swim-Speed = 30
| Move-Type-Greater-Swim-Speed =
| Move-Type-Jet-Speed =
| Move-Type-Lesser-Teleport-Speed =
| Move-Type-Greater-Teleport-Speed =
 
  <!-- If you want custom text in the 'Move Type' field, use the field below, or leave blank -->
| Move-Type-Custom-Text =


| MoveTypes = Walk 50 ft., [[Lesser Swim]] 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


| NudgeSpace =  
| NudgeSpace =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.-->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)-->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach = -1
| NudgeReach = -1
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)-->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




Line 148: Line 272:


| MeleeOrNatural = Natural
| MeleeOrNatural = Natural
   <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
   <!-- REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks) -->


| MultipliedDamageType = Attacks
| MultipliedDamageType = Attacks
   <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
   <!-- Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg) -->
 
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->




Line 161: Line 282:


| PriAtkName = Bruin's Bite
| PriAtkName = Bruin's Bite
   <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
   <!-- name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite") -->
 
| Pri-Atk-Dmg-Type = crushing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| PriAtkNotes =  
| PriAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| PriAtkNotes-FullAtkOnly =  
| PriAtkNotes-FullAtkOnly =  
   <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
   <!-- use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank -->


| PriAtkVSTouchAC =  
| Override-Pri-Atk--Std-Atk-Qty =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Pri-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Pri-Atk-Is-Touch =
  <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
  <!--CR 9 PRIMARY TO-HIT = +16 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgePriDamage =  
| NudgePriDamage =  
   <!--CR 9 PRIMARY NATURAL DAMAGE = 2d8+8 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--CR 9 PRIMARY MELEE DAMAGE = 2d8+8 -->
 
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeFullAtk-PriDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Pri-Atk-Crit-Range =
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




Line 189: Line 325:


| SecAtkName = Powerful Claws
| SecAtkName = Powerful Claws
   <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
   <!-- name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none -->
 
| Sec-Atk-Dmg-Type = slashing
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| SecAtkNotes =  
| SecAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->
 
| SecAtkNotes-FullAtkOnly =
  <!-- use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank -->
 
| Override-Sec-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SecAtkNotes-FullAtkOnly = + [[Prone]] vs Reflex DC of {{#var:Special1SaveDC}}
| Override-Sec-Atk--Full-Atk-Qty =  
   <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
   <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value     -->


| SecAtkVSTouchAC =  
| Sec-Atk-Is-Touch =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
  <!--CR 9 SECONDARY TO-HIT = +16 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeSecDamage =  
| NudgeSecDamage =  
   <!--CR 9 SECONDARY NATURAL DAMAGE = 2d6+1 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-SecDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Sec-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




Line 216: Line 368:


| TerAtkName =  
| TerAtkName =  
   <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
   <!-- Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none -->
 
| Ter-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| TerAtkNotes =  
| TerAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| TerAtkNotes-FullAtkOnly =  
| TerAtkNotes-FullAtkOnly =  
   <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
   <!-- use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank -->
 
| Override-Ter-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Ter-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| TerAtkVSTouchAC =  
| Ter-Atk-Is-Touch =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If attack is a touch attack; Values: Y (for yes), or leave blank (for no) -->


| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
  <!--CR 9 TERTIARY TO-HIT = +16 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeTerDamage =  
| NudgeTerDamage =  
   <!--CR 9 TERTIARY NATURAL DAMAGE = 2d8+8 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--CR 9 TERTIARY MELEE DAMAGE = 2d8+8 -->
 
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeFullAtk-TerDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Ter-Atk-Crit-Range =
   <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




Line 244: Line 411:


| QuaAtkName =  
| QuaAtkName =  
   <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
   <!-- Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none -->
 
| Qua-Atk-Dmg-Type =
  <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| QuaAtkNotes =  
| QuaAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| QuaAtkNotes-FullAtkOnly =  
| QuaAtkNotes-FullAtkOnly =  
   <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
   <!-- use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank -->
 
| Override-Qua-Atk--Std-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->
 
| Override-Qua-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| QuaAtkVSTouchAC =  
| Qua-Atk-Is-Touch =  
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
  <!--CR 9 QUATERNARY TO-HIT = +16 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeQuaDamage =  
| NudgeQuaDamage =  
   <!--CR 9 QUATERNARY NATURAL DAMAGE = 2d6+1 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-QuaDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Qua-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->
 




Line 270: Line 454:


| RangedAtkName =  
| RangedAtkName =  
   <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
   <!-- Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack -->


| HasRangedFullAttack =  
| HasRangedFullAttack =  
   <!--Values: Y (for yes), or leave blank (for no)-->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance =  
| RangedAtkIncrementDistance =  
   <!--Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first-->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
 
| RangedAtkNumberOfIncrements = 
  <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| RangedAtkNumberOfIncrements =  
| Ranged-Atk-Dmg-Type =  
   <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
   <!-- name of the damage type used; if the type isn't defined, create a new page using the 'Dmg-Type' template (see Using Templates) -->


| RangedAtkNotes =  
| RangedAtkNotes =
   <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
   <!-- add any specials; adds the word "plus" automatically. (e.g. "filth fever (see below)") -->


| RangedAtkNotes-FullAtkOnly =  
| RangedAtkNotes-FullAtkOnly =  
   <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
   <!-- use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank -->


| RangedAtkVSTouchAC =  
| Override-Ranged-Atk--Std-Atk-Qty =
   <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for STANDARD RANGED Attack) -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Override-Ranged-Atk--Full-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for FULL RANGED Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value            -->
 
| Ranged-Atk-Is-Touch =  
   <!-- If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
  <!--CR 9 RANGED TO-HIT = +16 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeRangedDamage =  
| NudgeRangedDamage =  
   <!--CR 9 RANGED DAMAGE = 2d8+8 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeFullAtk-RangedDamage =
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
 
| Nudge-Ranged-Atk-Crit-Range =
  <!-- Values: the text of the crit range, without the crit multiplier (e.g. "18-20", no quotes). -->
  <!-- Default is 19-20 for melee, and 20 for natural                                            -->




Line 305: Line 505:
<!--  COMBAT MANEUVERS  -->
<!--  COMBAT MANEUVERS  -->


| NudgeCMB =  
| Nudge-Maneuver-Offense = +2
   <!--CR 9 CMB = +14 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->


| CMBNotes =  
| Maneuver-Offense-Notes =  
   <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
   <!-- Values: Text about specific bonuses to Maneuver Offense (e.g. "+2 on Trips") -->
 
| Nudge-Maneuver-Defense =
  <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
 
| Maneuver-Defense-Notes =
  <!-- Values: Text about specific bonuses to Maneuver Defense (e.g. "+4 vs Grapples") -->




Line 316: Line 522:


| SiegeDmgCapable =  
| SiegeDmgCapable =  
   <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
   <!-- Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications -->


| SiegeAtkName =  
| SiegeAtkName =  
   <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
   <!-- Name of siege attack (e.g. "Bite" or "Hurled Rock") -->


| SiegeAtkNotes =  
| SiegeAtkNotes =  
   <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
   <!-- add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.) -->
 
| Override-Siege-Atk-Qty =
  <!-- Values: any positive number, zero, or leave blank (to use default # of attacks for SIEGE Attack)    -->
  <!-- if 0, attack will not be displayed; if 1 or more, # of attacks will be replaced with this value    -->


| SiegeAtkIncrement =  
| SiegeAtkIncrement =  
   <!--Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this-->
   <!-- Only used if this field is not blank; Range increment in feet (e.g. 20); number only (i.e. don't include "ft."); max range is calculated from this -->


| SiegeAtkNumberOfIncrements =  
| SiegeAtkNumberOfIncrements =  
   <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
   <!-- Number of increments before max range of attack, thrown is 5 (default), projectile is 10 -->


| NudgeSiegeCMB =
| Nudge-Siege-Maneuver-Offense =  
  <!--CR 9 SIEGE CMB = +14 -->
   <!-- any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!--any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeSiegeDamage =  
| NudgeSiegeDamage =  
  <!--CR 9 SIEGE DAMAGE = 1d6-1 -->
   <!-- Values: any positive or negative number, or leave blank. Changes the base CR of the monster's value. Max recommended is +/-4 -->
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




Line 355: Line 563:
| Feat3 =  
| Feat3 =  
| Feat4 =  
| Feat4 =  
   <!--Just the feat name; will be autolinked, and ShortDesc added-->
   <!-- Just the feat name; will be autolinked, and ShortDesc added -->




Line 364: Line 572:
| Skill3 =  
| Skill3 =  
| Skill4 =  
| Skill4 =  
| Skill5 =


| NudgeSkill1 =  
| NudgeSkill1 =  
Line 369: Line 578:
| NudgeSkill3 =  
| NudgeSkill3 =  
| NudgeSkill4 =  
| NudgeSkill4 =  
  <!--CR 9 SKILLS = +14 -->
| NudgeSkill5 =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


| Skill1Notes =  
| Skill1Notes =  
Line 376: Line 585:
| Skill3Notes =  
| Skill3Notes =  
| Skill4Notes =  
| Skill4Notes =  
   <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
| Skill5Notes =
   <!-- Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass") -->




Line 382: Line 592:


| Languages =  
| Languages =  
   <!--Comma-separated list-->
   <!-- Comma-separated list -->




<!--  SPECIAL ABILITIES  -->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 = Y
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder2 = Y
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder3 = Y
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder4 = Y
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->




Line 409: Line 603:


| Ability-1-Type = Ex
| Ability-1-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
 
| Ability-1-Action-Required = Standard Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-1-Concentration =  
| Ability-1-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = 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 a reflex saving throw (DC {{#var:Special1SaveDC}}) or it falls [[Prone]].
| Ability-1-Description = 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{{To-Hit}} ({{Secondary-Dmg}}/x2) as {{dmg|slashing}}) .  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 {{Save-DC}}) 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special1SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special1StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
        {{#var:Easy-Skill-DC}}                    @ CR 9 = 8
        {{#var:Average-Skill-DC}}                @ CR 9 = 21
        {{#var:Challenging-Skill-DC}}            @ CR 9 = 27
        {{#var:Hard-Skill-DC}}                    @ CR 9 = 33
        {{#var:Impossible-Skill-DC}}              @ CR 9 = 43
    -->


| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility1SaveDC =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility1StandardDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility1SwiftDamage =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility1AlphaDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 2  -->
<!--  SPECIAL ABILITY 2  -->


Line 456: Line 649:
| Ability-2-Type = Ex
| Ability-2-Type = Ex
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Action-Required = Swift Action
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-2-Concentration =  
| Ability-2-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-2-Description = 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.
| Ability-2-Description = As a swift action once per round, a Dire Bear may make a '''Bruin's Bite''' attack (d20{{To-Hit}} ({{Primary-Dmg}}/x2) as {{dmg|crushing}}) against any enemy creature it can reach that is Prone.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special2SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special2StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special2AlphaDmg}}   Alpha Damage @ CR 9 = 9d6
        {{#var:Easy-Skill-DC}}                   @ CR 9 = 8
        {{#var:Average-Skill-DC}}                 @ CR 9 = 21
        {{#var:Challenging-Skill-DC}}            @ CR 9 = 27
        {{#var:Hard-Skill-DC}}                    @ CR 9 = 33
        {{#var:Impossible-Skill-DC}}              @ CR 9 = 43
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility2SaveDC =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility2StandardDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility2SwiftDamage =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility2AlphaDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 3  -->
<!--  SPECIAL ABILITY 3  -->


| Ability-3-Name = Bruin's Vitality
| Ability-3-Name =  


| Ability-3-Type = Su
| Ability-3-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-3-Concentration =  
| Ability-3-Concentration =  
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-3-Description = 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. 
| Ability-3-Description =
 
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
:Detecting the fact that Bruin's Vitality has activated takes an [[Naturalism]] or [[Knowledge (Nature)]] check with an [[Skill DC|Average]] DC of {{#var:Average-Skill-DC}}, or a [[Perception]] check with a [[Skill DC|Hard]] DC of {{#var:Hard-Skill-DC}}. Failing the roll informs the players only that the Bear is Bloodied.
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:  
        {{#var:Special3ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special3SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special3StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
        {{#var:Easy-Skill-DC}}                    @ CR 9 = 8
        {{#var:Average-Skill-DC}}                @ CR 9 = 21
        {{#var:Challenging-Skill-DC}}            @ CR 9 = 27
        {{#var:Hard-Skill-DC}}                    @ CR 9 = 33
        {{#var:Impossible-Skill-DC}}              @ CR 9 = 43
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility3TouchAttack =
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility3SaveDC =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility3StandardDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
  {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility3SwiftDamage =
                                                        {{Ranged-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 4  -->
<!--  SPECIAL ABILITY 4  -->


Line 550: Line 735:
| Ability-4-Type =  
| Ability-4-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-4-Concentration =  
| Ability-4-Concentration =  
Line 555: Line 744:


| Ability-4-Description =  
| Ability-4-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special4SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special4StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
        {{#var:Easy-Skill-DC}}                    @ CR 9 = 8
        {{#var:Average-Skill-DC}}                @ CR 9 = 21
        {{#var:Challenging-Skill-DC}}            @ CR 9 = 27
        {{#var:Hard-Skill-DC}}                    @ CR 9 = 33
        {{#var:Impossible-Skill-DC}}              @ CR 9 = 43
    -->
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility4StandardDamage =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility4SwiftDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility4AlphaDamage =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
   {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 5  -->
<!--  SPECIAL ABILITY 5  -->


Line 596: Line 778:
| Ability-5-Type =  
| Ability-5-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-5-Concentration =  
| Ability-5-Concentration =  
Line 601: Line 787:


| Ability-5-Description =  
| Ability-5-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special5SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special5StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
        {{#var:Easy-Skill-DC}}                    @ CR 9 = 8
        {{#var:Average-Skill-DC}}                @ CR 9 = 21
        {{#var:Challenging-Skill-DC}}            @ CR 9 = 27
        {{#var:Hard-Skill-DC}}                    @ CR 9 = 33
        {{#var:Impossible-Skill-DC}}              @ CR 9 = 43
    -->


| NudgeAbility5ToHit =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility5TouchAttack =
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility5SaveDC =
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
   {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
  {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility5StandardDamage =
   {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
  {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility5SwiftDamage =
                                                        {{Ranged-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 6  -->
<!--  SPECIAL ABILITY 6  -->


Line 642: Line 821:
| Ability-6-Type =  
| Ability-6-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-6-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-6-Concentration =  
| Ability-6-Concentration =  
Line 647: Line 830:


| Ability-6-Description =  
| Ability-6-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special6SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special6StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
        {{#var:Easy-Skill-DC}}                    @ CR 9 = 8
        {{#var:Average-Skill-DC}}                @ CR 9 = 21
        {{#var:Challenging-Skill-DC}}            @ CR 9 = 27
        {{#var:Hard-Skill-DC}}                    @ CR 9 = 33
        {{#var:Impossible-Skill-DC}}              @ CR 9 = 43
    -->
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility6SwiftDamage =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility6AlphaDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 7  -->
<!--  SPECIAL ABILITY 7  -->


Line 688: Line 864:
| Ability-7-Type =  
| Ability-7-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-7-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-7-Concentration =  
| Ability-7-Concentration =  
Line 693: Line 873:


| Ability-7-Description =  
| Ability-7-Description =  
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special7SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special7StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
        {{#var:Easy-Skill-DC}}                    @ CR 9 = 8
        {{#var:Average-Skill-DC}}                @ CR 9 = 21
        {{#var:Challenging-Skill-DC}}            @ CR 9 = 27
        {{#var:Hard-Skill-DC}}                    @ CR 9 = 33
        {{#var:Impossible-Skill-DC}}              @ CR 9 = 43
    -->
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility7SwiftDamage =
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


| NudgeAbility7AlphaDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 8  -->
<!--  SPECIAL ABILITY 8  -->


Line 734: Line 907:
| Ability-8-Type =  
| Ability-8-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-8-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-8-Concentration =  
| Ability-8-Concentration =  
Line 739: Line 916:


| Ability-8-Description =  
| Ability-8-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
  <!--Available Variables:  
        {{#var:Special8ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special8SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special8StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
        {{#var:Easy-Skill-DC}}                    @ CR 9 = 8
        {{#var:Average-Skill-DC}}                @ CR 9 = 21
        {{#var:Challenging-Skill-DC}}            @ CR 9 = 27
        {{#var:Hard-Skill-DC}}                    @ CR 9 = 33
        {{#var:Impossible-Skill-DC}}              @ CR 9 = 43
    -->


| NudgeAbility8ToHit =
   {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
 
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
| NudgeAbility8TouchAttack =
   {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
 
   {{Hit-Dice}}                                          {{Primary-Dmg}}
| NudgeAbility8SaveDC =
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
 
   {{CR}}                                                {{Quaternary-Dmg}}
| NudgeAbility8StandardDamage =
                                                        {{Ranged-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


  POISON / DISEASE FORMAT


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  SPECIAL ABILITY 9  -->
<!--  SPECIAL ABILITY 9  -->


Line 780: Line 949:
| Ability-9-Type =  
| Ability-9-Type =  
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-9-Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->


| Ability-9-Concentration =  
| Ability-9-Concentration =  
Line 785: Line 958:


| Ability-9-Description =  
| Ability-9-Description =  
   <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!--Available Variables:  
 
         {{#var:Special9ToHit}}       To-Hit       @ CR 9 = +16
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
         {{#var:Special9TouchAttack}} Touch To-Hit @ CR 9 = +12
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
         {{#var:Special9SaveDC}}     Save DC     @ CR 9 = 19
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
        {{#var:Special9StandardDmg}} Std Damage   @ CR 9 = 5d6
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
         {{#var:Special9SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
  {{Hit-Dice}}                                          {{Primary-Dmg}}
         {{#var:Easy-Skill-DC}}                   @ CR 9 = 8
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
         {{#var:Average-Skill-DC}}                @ CR 9 = 21
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
         {{#var:Challenging-Skill-DC}}             @ CR 9 = 27
  {{CR}}                                                {{Quaternary-Dmg}}
         {{#var:Hard-Skill-DC}}                   @ CR 9 = 33
                                                        {{Ranged-Dmg}}
        {{#var:Impossible-Skill-DC}}             @ CR 9 = 43
 
     -->
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE RESURRECTION POWER
      HEAVY, TANK, THREAT, OR VILLAIN ROLES ONLY
        This section lets you write a custom resurrection power for Heavies, Tanks,
        Threats, and Villains, replacing the rez power that they get by default.
        This ability will only appear if this monster is designated as a Heavy, Tank
        Threat, or Villain role.  All other times, it will be invisible.                    -->
 
| Role-Only--Replace-Rez-Power--Name = Bruin's Vitality
 
| Role-Only--Replace-Rez-Power--Type = Su
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Rez-Power--Action-Required = Automatic Upon Death
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Rez-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
         auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Rez-Power--Description =  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 ({{Hit-Points|n=2|op=div}} 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 [[Skill DC|Average]] DC of {{Skill-DC|Average}}, or a [[Perception]] or [[Heal]] check with a [[Skill DC|Hard]] DC of {{Skill-DC|Hard}}. Failing the roll informs the player only that the Bear is Bloodied.
 
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}         {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =  
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  ADD KILLER ONLY POWER
      KILLER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Killer" role.  Any other time, this ability will be invisible.
        It does not replace any of the default powers that killers normally get.            -->
 
| Role-Only--Add-Killer-Power--Name =
 
| Role-Only--Add-Killer-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Add-Killer-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Add-Killer-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Add-Killer-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}         {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--   REPLACE "SHOUTED COMMAND" POWER
      LEADER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Leader" role. It replaces the default "Shouted Command" power, which
        lets Leaders give an ally a Standard Action once per round as a Free Action.
        Leave this blank if you want the "Shouted Command" power to appear when this monster
        is designated as a "Leader" role.                                                  -->
 
| Role-Only--Replace-Leader-Power--Name =
 
| Role-Only--Replace-Leader-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Leader-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Leader-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Leader-Power--Description =  
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
         or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =  
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "LASH OUT" POWER
      LEGEND ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Legend" role. It replaces the default "Lash Out" power, which
        grants Legends a bonus attack action each round, but only against a fresh target.
         Leave this blank if you want the "Lash Out" power to appear when this monster
        is designated as a "Legend" role.                                                  -->
 
| Role-Only--Replace-Legend-Power--Name =
 
| Role-Only--Replace-Legend-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Legend-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Legend-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Legend-Power--Description =
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}         {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "PACKED LIKE SARDINES" POWER
      MINION ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Minion" role. It replaces the default "Packed Like Sardines" power,
        which allows minions to squeeze into the same space with another minion without
        penalty. Leave this blank if you want the "Packed Like Sardines" power to appear
        when this monster is designated as a "Minion" role.                                -->
 
| Role-Only--Replace-Minion-Power--Name =
 
| Role-Only--Replace-Minion-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
 
| Role-Only--Replace-Minion-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
 
| Role-Only--Replace-Minion-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
 
| Role-Only--Replace-Minion-Power--Description =  
 
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
         or save DC numbers with variables:
 
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}         {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}     {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
 
  POISON / DISEASE FORMAT
 
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
 
-->
<!--  REPLACE "DEADSHOT" POWER
      SHOOTER ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Shooter" role. It replaces the default "Deadshot" power, which allows
        shooters to use any of their other special abilities at range, even if they are
        normally melee only.  Leave this blank if you want the "Deadshot" power to appear
        when this monster is designated as a "Shooter" role.                                -->
 
| Role-Only--Replace-Shooter-Power--Name =
 
| Role-Only--Replace-Shooter-Power--Type =  
     <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->


| NudgeAbility9ToHit =  
| Role-Only--Replace-Shooter-Power--Action-Required =  
   <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.         -->


| NudgeAbility9TouchAttack =  
| Role-Only--Replace-Shooter-Power--Concentration =  
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->


| NudgeAbility9SaveDC =
| Role-Only--Replace-Shooter-Power--Description =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility9StandardDamage =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
        or save DC numbers with variables:


| NudgeAbility9SwiftDamage =
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
   {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}


| NudgeAbility9AlphaDamage =
   POISON / DISEASE FORMAT
   <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}


-->
<!--  ADD SKIRMISHER ONLY POWER
      SKIRMISHER ROLE ONLY
        This section lets you write a custom power that will only display if this
        monster is given the "Skirmisher" role.  Any other time, this ability will be
        invisible. It does not replace any of the default powers that skirmishers
        normally get.                                                                      -->


| Role-Only--Add-Skirmisher-Power--Name =
| Role-Only--Add-Skirmisher-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Add-Skirmisher-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Add-Skirmisher-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Add-Skirmisher-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "FLASH BOMB!" POWER
      SNEAK ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Sneak" role. It replaces the default "Flash Bomb!" power, which allows
        sneaks to initiate a stealth stance even while observed (hide in plain sight).
        Leave this blank if you want the "Flash Bomb!" power to appear when this monster
        is designated as a "Sneak" role.                                                    -->
| Role-Only--Replace-Sneak-Power--Name =
| Role-Only--Replace-Sneak-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Sneak-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
| Role-Only--Replace-Sneak-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Sneak-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = 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!
| CombatTactics = 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.
Once the fight is joined, a Dire Bear will never even consider retreat.
 
 
 
<!--  OUT OF COMBAT    -->
 
| OutOfCombat = 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.
 
 


<!--  TREASURE AND XP  -->


<!--  OUT OF COMBAT  -->
| TreasureNotes =


| OutOfCombat = 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.
| XPNotes =  




}}
}}

Latest revision as of 21:30, 4 February 2023

Dire Bear (HeavyCR 9)

Neutral - Large - Animal
Lore: Know (Nature)
18 33
Basic DC Full DC
Initiative
Initiative Icon 2.png
15
Perception:
28 +18
Passive Active
Ambush:
10+
on a d20

Movement Types:

Defense

AC
Shield Icon 3.png
27
Man Def
Shield Icon 3.png
26
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.
Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+15
Sword Icon 3.png
Man Off
+16
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Bruin's Bite +15 (3d10+14/x2)
    as crushing (physical, common)
  • 1x Powerful Claws +15 (3d6+4/x2)
    as slashing (physical, common)

Full Attack (Melee):

  • 2x Bruin's Bite +15 (3d10+14/x2)
    as crushing (physical, common)
  • 2x Powerful Claws +15 (3d6+4/x2)
    as slashing (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

28
STR
12
DEX
24
CON
2
INT
16
WIS
14
CHA

Skills:

Languages:

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

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)