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Cave Bear - Animal 6
RARENLARGEANIMALURSINE

The rarest of bears, found only in highly mountainous regions, and in minute numbers, these truly massive predators can outweigh polar bears or even grizzly bears. They are capable of bringing down all manner of prey with raw ferocity and bulk, and are known to have a hearty constitution, able to eat otherwise toxic or poisonous plant matter, or even things like a wyvern, tail stinger and all. Yet they have been and continue to be out competed, and are slowly going extinct. Many mountain communities hold the Cave Bear in some position of story and tall tale, such is their cultural status in such regions.
Perception 1d20+11
Languages N/A
Skills Athletics: 1d20+12 , Intimidate: 1d20+12 , Stealth: 1d20+7 , Survival: 1d20+9

STR +6 , DEX +1 , CON +6 , INT -4 , WIS +1 , CHA -1

AC 26
Saving Throws Fort 1d20+14 , Ref 1d20+7 , Will 1d20+7 , Power Save (Strength): 1d20+12 , Logic Save (Intelligence): 1d20-4 , Ego Save (Charisma): 1d20-1
HP88 8d12+36 - Immunities None - Weaknesses None - Resistances Resist (3) to Cold, Resist (2) to Slashing and Piercing
Speed 35 feet
Melee Melee Attack, Bite: 1d20+12 to hit. 2d10+6 Piercing damage.   Melee Attack, Claws: 1d20+12 to hit. 2d8+6 Slashing damage.
Special Abilities Armored Hide (5): Cave Bears are notoriously tough, hardy and their thick coats and muscular build seems to give them an impressive defensive bulk. They have a Natural Armor bonus equal to +5 to their AC (accounted for in their AC on this sheet).   Aggressive: A cave bear that decides to attack a creature will usually not be easily driven off. No matter how bad the fight is going, the bear must attempt a DC 21 Will Save to decide to retreat or flee combat if it chooses to start a fight or is forced into one. This DC increases to 26 if it is a mother bear with cubs. This is a flat Pass or Fail save, no Critical effects for either option.   Bulky: Add 1/2 Constitution Modifier (rounded up) to their AC as a deflection bonus (accounted for in sheet's AC already).   Cold Adaptation: A cave bear reduces natural cold weather effects upon itself by 1 step.   Darkvision: Cave Bears are just as comfortable in the dark as the light from all the time they spend in caves and caverns. 30 feet.   Environmental Familiarity (Mountains and Caves): This creature is naturally very comfortable in mountainous and rocky conditions. They never have any challenge with that terrain in its natural form. It cannot suffer any movement penalties from any natural effects of terrain within these biomes.   Reactive Swiper: A Cave Bear is a mighty beast but also one that is aggressive on instinct when creatures flee, its predatory instincts kicking in. As a reaction it can make a claw attack to against a creature that attempts to leave its melee threat range.   Intimidating Roar: A cave bear is a mighty and terrifying beast, and can impose that presence with its thunderous bellowing roar upon those whom can see and hear it. When choosing to utilize this ability, the bear rolls an Intimidate check. This ability does have the Attack trait. Any creature within 30 feet whom can hear the cave bear immediately does, and knows exactly where it is, they are drawn to look at the source of the noise. They must attempt a Will Save against DC 22. If they fail by 10 or more, or roll a natural 1, they become Frightened (2) and take double damage from their own internal panic seeming to give them a full on panick migraine. If they merely fail, they become Frightened (1) and take 1d6 psychic damage, as their anxiety kicks into gear. If they succeed they merely take 1 point of Psychic damage, and if they succeed by 10 or more, or roll a natural 20, they are immune to this effect for a full day and suffer no effects. This ability can only be used 1/minute by the creature, as it utilizes a specialized organ in its throat to amplify the noise, a secondary air sac of sorts, and it needs to wait until the organ is swelled up and ready again.   Gripping Claws: When it hits with a claw attack it can immediately sacrifice its reaction to attempt to initiate a Grab upon the target, that ignores any stacking Multiple Attack Penalty.   Mauler: A Cave Bear has +4 to attack checks and damage rolls against targets it has grabbed. These are not included in its attacks on this sheet.   Scent: +2 to Perception inside 60 feet if sense of smell could apply to the conditions causing the roll.   Sure-Footed: Cave Bears are sturdy and sure-footed creature. Any attempts to trip, reposition, bull rush, or otherwise forcibly move them in any way suffer a -6 to the skill roll attempted.   Rush: The cave bear strides up to its full movement speed and makes a melee attack at the end of that movement. When using this ability, it counts its movement speed as 10 feet higher.   Rock-Climber: +4 bonus to Athletics checks to climb mountainous terrain, rocky faces or steep rocky cliffs and slopes.

Advancement/Alteration options

  Trackless Traveler (Highlands): Some cave bears are so comfortable and capable within their preferred home ranges that they leave no real trace of their presence in any sign or track, seeming to know how to travel and transverse the highlands of the world without leaving much sign, if any, of their presence.

Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Monster / NPC

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