Library / Bestiary

Bear, Dire

CR 7.00 Animal N Large
Spittle drips from this feral bear's roaring maw, and its matted fur is broken in places by wicked, bony growths.

Larger, more aggressive, and far more deadly than its lesser cousins, the dire bear (known to barbarian tribes variously as the cave bear or the short-faced bear) is a primeval menace indeed. This behemoth avoids more civilized reaches of the world, preferring to dwell in remote wilderness locations. A dire bear is a rare and terrifying sight—especially to those not used to normal bears.

Unlike most bears, a dire bear is short-tempered and swift to anger when confronted with intruders in its territory. Like a grizzly, a dire bear attempts to subdue or kill with its claws. However, a dire bear is far more likely (and willing) to begin biting a grabbed foe.

STR
25
DEX
13
CON
21
INT
2
WIS
12
CHA
10
HP
95 (10d8+50)
AC
18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
Speed
40 ft.
Init
+5
Melee
2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7)
Space
10 ft.
Reach
5 ft.
BAB
+7
CMB
+15 (+19 grapple)
CMD
26 (30 vs. trip)
Fort
+12
Ref
+8
Will
+4
Racial Modifiers
+4 Swim
Endurance from Feat

<p class="stat-block-1"> You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.</p><p class="stat-block-2">You may sleep in light or medium armor without becoming fatigued.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Run from Feat

<p class="stat-block-1"> When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.</p>

Skill Focus from Feat

<p class="stat-block-1"> You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.</p>

Perception +12, Swim +19

Details
Type
Animal
Alignment
N
Size
Large
Environment
cold forests
Organization
solitary or pair
Treasure
incidental
Senses
low-light vision, scent; Perception +12
Source
Bestiary
Sources Used in This Record
5 House/Core
  • Uses feat: Endurance (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Run (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Skill Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.