FIENDISH BEAR, BROWN

 

Large Magical Beast (Augmented Animal, Extraplanar)

Hit Dice:

6d8+24 (51 hp)

Initiative:

+1

Speed:

40 ft. (8 squares)

Armor Class:

15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14

Base Attack/Grapple:

+4/+16

Attack:

Claw +11 melee (1d8+8)

Full Attack:

2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)

Space/Reach:

10 ft./5 ft.

Special Attacks:

Improved grab, smite evil

Special Qualities:

Low-light vision, scent, damage resistance 5/magic, darkvision 60ft, resistance to cold 5 and fire 5, spell resistance 11

Saves:

Fort +9, Ref +6, Will +3

Abilities:

Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6

Skills:

Listen +4, Spot +7, Swim +12

Feats:

Endurance, Run, Track

Environment:

Any Evil-aligned plane

Organization:

Solitary or pair

Challenge Rating:

5

Alignment:

Always evil (any)

Advancement:

7–10 HD (Large)

Level Adjustment:

+2

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.

Combat

A brown bear attacks mainly by tearing at opponents with its claws.

Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A brown bear has a +4 racial bonus on Swim checks.

Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -- In this case +6.




Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.
CREATING A FIENDISH CREATURE
“Fiendish” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to hereafter as the base creature).
A fiendish creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Fiendish creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: A fiendish creature retains all the special attacks of the base creature and also gains the following special attack.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Special Qualities: A fiendish creature retains all the special qualities of the base creature and also gains the following. If the base creature already has one or more of these special qualities, use the better value.
If a fiendish creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Any evil-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as
base creature +1; HD 8 or more, as base creature +2.
Alignment: Always evil (any).
Level Adjustment: Same as the base creature +2.
Hit Dice Resistance to
Cold and Fire
Damage Reduction
1–3 5
4–7 5 5/magic
8–11 10 5/magic
12 or more 10 10/magic