Dire Bear: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 9
[[Category:CR 9]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


[[Image:Dire_Bear.png|384px|right|xx]]
| MonsterName = Dire Bear
== Dire Bear (CR 9) ==
Dire Bears seem much larger than simply 'large', with their squat, powerful builds, massive jaws and claws, and that massively thick coat of fur.  But Large creatures they are.  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 three tons of angry bear smashing you.  Even worse, if it knocks an enemy down, it immediately falls to 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.
| Image = Dire_Bear.png
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


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 = Heavy
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


=== GENERAL ===
| 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.
'''CR''' 9  '''Hit Dice''' 14


'''XP''' 12,800 (Heavy Role included)
: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.


N, Large, Animal
: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.


'''Init''' +4; '''Senses''' low-light 120 ft, scent, Perception +14


=== DEFENSE ===
| Alignment = Neutral
'''AC''' 28, '''touch''' 18, '''flat-footed''' 22 (+5 armor, +6 dex, +5 natural, +2 deflection)
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


'''hp''' 320 (Heavy Role included)
| Size = Large
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


'''Fort''' +12, '''Ref''' +8, '''Will''' +8
| Type = Animal
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''Aura:''' -
| Subtype =
  <!--If any-->


'''SR:''' -
| NudgeBasicLoreValue =
  <!-- 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 -->


'''Special Defenses:''' ER 15/cold, fire, acid, lightning, Bruin's Vitality DR 15/-
| NudgeFullLoreValue =
  <!-- 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 -->


'''Immunities:''' Immune to first instance of all conditions.  See Heavy Role.
| NudgeInit = +3
  <!--CR 9 INITIATIVE = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Weaknesses:''' -
| 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]]          -->


=== OFFENSE ===
| NudgePerception = +4
'''Speed''' 50 ft., Swim 20 ft.
  <!--CR 9 PERCEPTION = +14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


'''Space / Reach:'''  10 ft. / 5 ft.
| NudgeAC =
  <!--CR 9 AC = 28 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Single Melee''' Bite +16 (2d8+8/x2), 2x Claws +16 (2d6+1/x2)
| NudgeTouchAC =
  <!--CR 9 TOUCH AC = 18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Full Melee''' Bite +16 (2d8+8/x2), 4x Powerful Claws +16 (2d6+3/x2) + Prone, Reflex DC19 to stay standing
| NudgeFFAC =
  <!--CR 9 FLAT-FOOTED AC = 22 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


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


'''Special Attacks''' Raking Smash, Ursine Maul
| 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).-->


'''Action Points''' 1  (Heavy Role included)


=== STATISTICS ===
<!--  SAVING THROWS  -->
'''Str''' 28, '''Dex''' 12, '''Con''' 24, '''Int''' 2, '''Wis''' 16, '''Cha''' 14


'''Base Atk''' +9; '''CMB''' +15; '''CMD''' 25
| Fort = S
| Refl =
| Will =
  <!--CR 9 STRONG SAVE = +12; WEAK SAVE = +8 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Feats''' Combat Reflexes (EFFECT: 2 Attacks of Opportunity per round)
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Skills''' Sense Motive +12
| SR =
  <!--Values: Y (for Yes), or leave blank-->


'''Languages''' -
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


=== SPECIAL ABILITIES ===
| SpecialDefenses = Massive Coat: ER 15/cold/fire/lightningBruin's Vitality DR15/-
; Raking Smash (Ex)
  <!--Put any DR or ER values here-->
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 (Powerful Claws +16 (2d6+1/x2) against every enemy creature in its reach.  Roll damage once, each struck creature takes that damage and must make the reflex saving throw (DC 19) or it falls [[Prone]].


; Bruin's Vitality (Su)
| StrongAgainst =
When a Dire Bear is reduced to zero hit points, it is not killed. Instead, it gains Immunity to all damage until the beginning of its next turn and its hit points are set to half its normal maximum.  Its ability to take actions is not hampered in any way during this period of Immunity.  At the beginning of its next turn, the Immunity expires and is replaced by DR 15/-, which remains for one further round.  The Dire Bear is killed for good the second time its hit points reach zero.  Detecting the fact that Bruin's Vitality has activated takes a Nature roll of DC 25 or a Perception roll of DC 35.
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


; Ursine Maul (Ex)
| Hide-Type-Strong-Against-1 =
As a swift action once per round, a Dire Bear may make a Bite attack against any enemy creature it can reach that is Prone.
| Hide-Type-Strong-Against-2 =
| Hide-Type-Strong-Against-3 =
| Hide-Type-Strong-Against-4 =
| Hide-Type-Strong-Against-5 =
| Hide-Type-Strong-Against-6 =
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))-->


=== TREASURE ===
| Hide-Subtype-Strong-Against-1 =  
sell value of approximately 8,000 gp  (Heavy role included)
| Hide-Subtype-Strong-Against-2 =  
| Hide-Subtype-Strong-Against-3 =  
| Hide-Subtype-Strong-Against-4 =  
| Hide-Subtype-Strong-Against-5 =  
| Hide-Subtype-Strong-Against-6 =  
  <!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))-->


=== COMBAT TACTICS ===
| WeakAgainst =  
A Dire Bear closes in for the kill.  They are not particularly stealthy, but they have amazing speed for their size. 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!
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


Once the fight is joined, a Dire Bear will never even consider retreat.
| Hide-Type-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))-->
 
| 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 =
  <!--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 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)-->
 
| 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.-->
  <!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.-->
  <!--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)-->
 
 
 
<!--  GENERAL ATTACK INFORMATION  -->
 
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->
 
| MultipliedDamageType = Attacks
  <!--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)-->
 
 
 
<!--  PRIMARY ATTACK INFORMATION  -->
 
| PriAtkName = Bruin's Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
 
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->
 
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgePriToHit =
  <!--CR 9 PRIMARY TO-HIT = +16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgePriDamage =
  <!--CR 9 PRIMARY NATURAL DAMAGE = 2d8+8 -->
  <!--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-->
 
 
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Powerful Claws
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly = + [[Prone]] vs Reflex DC {{#var:Special9SaveDC}}
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 9 SECONDARY TO-HIT = +16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 9 SECONDARY NATURAL DAMAGE = 2d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 9 TERTIARY TO-HIT = +16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 9 TERTIARY NATURAL DAMAGE = 2d8+8 -->
  <!--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-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 9 QUATERNARY TO-HIT = +16 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 9 QUATERNARY NATURAL DAMAGE = 2d6+1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIncrementDistance =
  <!--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-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--Use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 9 RANGED TO-HIT = +16 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 9 RANGED DAMAGE = 2d8+8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT MANEUVERS  -->
 
| NudgeCMB =
  <!--CR 9 CMB = +14 -->
 
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
 
 
<!--  SIEGE DAMAGE INFORMATION  -->
 
| SiegeDmgCapable =
  <!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications-->
 
| SiegeAtkName =
  <!--Name of siege attack (e.g. "Bite" or "Hurled Rock")-->
 
| SiegeAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)-->
 
| 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-->
 
| SiegeAtkNumberOfIncrements =
  <!--Number of increments before max range of attack, thrown is 5 (default), projectile is 10-->
 
| NudgeSiegeCMB =
  <!--CR 9 SIEGE CMB = +14 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSiegeDamage =
  <!--CR 9 SIEGE DAMAGE = 1d6-1 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  ABILITY SCORES  -->
| Str = 28
| Dex = 12
| Con = 24
| Int = 2
| Wis = 16
| Cha = 14
 
 
<!--  FEATS  -->
 
| Feat1 = Combat Reflexes
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Sense Motive
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 9 SKILLS = +14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  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)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Raking Smash
 
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--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 the reflex saving throw (DC {{#var:Special1SaveDC}}) or it falls [[Prone]].
  <!--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
    -->
 
| 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 =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Ursine Maul
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--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.
  <!--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
    -->
 
| 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 =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name = Bruin's Vitality
 
| Ability-3-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--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. 
 
:Detecting the fact that Bruin's Vitality has activated takes an [[https://www.epicpath.org/index.php/Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level|Average]] [[Naturalism]] or [[Knowledge (Nature)]] roll against the CR of the bear,  or a [[https://www.epicpath.org/index.php/Skills,_Saves_and_Ability_Checks#Skill_Check_Target_DC.27s_By_Player_Character_Level|Hard]] [[Perception]] roll against the CR of the bear. Failing the roll informs the players only tha the Bear id 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
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--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-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| 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
    -->
 
| 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 =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| 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
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--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-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| 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
    -->
 
| 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 =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| 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
    -->
 
| 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 =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--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
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--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-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 9 = +16
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 9 = +12
        {{#var:Special9SaveDC}}      Save DC      @ CR 9 = 19
        {{#var:Special9StandardDmg}} Std Damage  @ CR 9 = 5d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 9 = 2d6+1
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 9 = 9d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  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!
 
: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, pets, guards, and watch animals for Giants and other types of monsters.
 
 
}}

Revision as of 20:17, 5 February 2017

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

Senses:

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:

  • Massive Coat: ER 15/cold/fire/lightning, Bruin's Vitality DR15/-
  • (Heavy Role) Immunity (partial 3): Heavies are immune to the first three conditions applied to them during an encounter. If a fourth condition is applied to a heavy, it is resolved normally. A 'condition' is defined as any non-instantaneous harmful effect applied to the monster, other than damage, but is most commonly one of the defined Status Conditions (but it doesn't have to be). Statuses related to damage (such as injured, bloodied, staggered, dying, or dead) are not 'conditions', and cannot be negated or avoided with this ability.
Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+15
Sword Icon 3.png
Man Off
+14
Sword Icon 3.png
Action
1
Points

Standard Attack (Melee):

  • 1x Bruin's Bite +15 (3d10+14/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

  • 2x Bruin's Bite +15 (3d10+14/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Standard Attack (Ranged):

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)

As a standard attack action, a Dire Bear may sweep its huge paws in mighty scything arcs, attacking all creatures within its reach. It rolls a single Powerful Claws attack (see above) against every enemy creature in its reach. Roll damage once, each struck creature takes that damage and must make the reflex saving throw (DC ) or it falls Prone.

Ursine Maul (Ex)

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.

Bruin's Vitality (Su)

When a Dire Bear is reduced to zero hit points, it is not killed. Instead, it gains Immunity to all damage until the beginning of its next turn and its hit points are set to half its normal maximum. Its ability to take actions is not hampered in any way during this period of Immunity. At the beginning of its next turn, the Immunity expires and is replaced by DR 15/-, which remains for one further round. The Dire Bear is killed for good the second time its hit points reach zero.

Detecting the fact that Bruin's Vitality has activated takes an [[1]] Naturalism or Knowledge (Nature) roll against the CR of the bear, or a [[2]] Perception roll against the CR of the bear. Failing the roll informs the players only tha the Bear id Bloodied.

Reversal of Fortune (Ex; Heavy Role) Auto Upon Death
The first time in an encounter that a Heavy is reduced to zero or fewer hit points, it falls prone, apparently dead. But this is a ruse. When this occurs, the Heavy becomes immune to all damage and effects. However, it may not perform any actions (such as attacks of opportunity) until this immunity expires.

At the beginning of its next turn, any conditions the Heavy is currently suffering under (such as Prone) are immediately cleared, and its hit points are set to half its normal maximum (178 hit points). Furthermore, the Heavy may immediately Slide up to 8 squares (40 feet) as a free action, after which its immunity to damage expires. As forced movement, this Slide does not provoke attacks of opportunity, but even if it did, the Heavy is immune to all damage and effects until after the slide is completed. It must perform this Slide before any other actions during its turn, and the immunity expires at the beginning of its turn even if it chooses not to Slide first.

The Heavy is killed for good the second time its hit points are reduced to zero or less.

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.

Dire Bears are BIG. They seem much larger than simply 'Large', with their squat, powerful builds, massive jaws and claws, and that massively thick coat of fur. Dire Bears are fairly simple foes, although magicians tend to hate them, as their massive coats render them highly resistant to all the best sorts of energy damage. Granted, melee combatants don't like them either, as they attack with deadly power and skill. When they take the time to deliver full power attacks, staying on your feet can be a real challenge with five tons of angry bear smashing you. Even worse, if it knocks an enemy down, Dire Bears immediately begin mauling the hapless victim, while its other attacks do not even slow down.
Dire Bears are great favorites of the large and powerful, and it has been speculated that there are more Dire Bears living as pets and attack beasts of the various Giant clans than live in all the wild. In the wild, Dire Bears are more than able to hold their own against such magical terrors as Drakes and Owlbears, although Bulettes.... Bulettes are in their own weight class.
Dire Bears are huge black and brown bears which can be encountered in almost any wilderness, mountain, hilly, barren, it doesn't matter. Dire Bears do amazingly well in swamps, of all places. Domesticated dire bears can be found anywhere their masters take them, where their durability in fights and keen noses make them valued pets and guards. Dire Bears are often encountered in pairs, and it is common for such pairs to have a fully grown third or even fourth bear attached as well.

Combat Tactics

A Dire Bear closes in for the kill. They are not particularly stealthy, but they have amazing speed for their size, and will charge into combat as fast as possible. Once engaged in melee, a Dire Bear fights with canny skill, moving in for a full attack and then spending its action point to use Raking Smash against as many as it can reach, hoping to knock someone down for Mauling. Dire Bears will not work to achieve flanks, but they certainly know what they are and will take advantage of flanks if they can. A Dire Bear's full attack delivered from a flank is something to be avoided!

Once the fight is joined, a Dire Bear will never even consider retreat.

Out of Combat

Dire Bears are solid, dangerous foes. They can live anywhere, are disturbingly fecund, and are easily domesticated. Dire Bears are very common, and very scary, pets, guards, and watch animals for Giants and other types of monsters.

Rewards

XP: 12,800 (Heavy role included.)

Treasure: Sellable Goods worth 10,250 gp.

Weight: 180 lbs.     Volume: 7.2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
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)