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Ghastly Bear

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

Ghastly BearCreature 9

Legacy Content

Unique NE Large Ghoul Undead 
Source Pathfinder #147: Tomorrow Must Burn pg. 50
Perception +16; darkvision, scent (imprecise) 30 feet
Skills Athletics +19, Survival +14
Str +6, Dex +1, Con +6, Int -4, Wis +1, Cha -1
Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 Fortitude save or become sickened 1 (plus, on a critical failure, slowed 1 as long as it's sickened). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
AC 27; Fort +19, Ref +14, Will +16
HP 135 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Speed 35 feet
Melee [one-action] jaws +20 [+15/+10], Damage 2d10+9 piercing plus ghast fever and paralysisMelee [one-action] claw +20 [+16/+12] (agile), Damage 2d8+9 slashing plus Grab and paralysisConsume Flesh [one-action] (manipulate) Requirements The ghastly bear is adjacent to the corpse of a creature that died within the last hour. Effect The ghastly bear devours a chunk of the corpse and regains 6d6 Hit Points. It can regain Hit Points from any given corpse only once.Ghast Fever (disease) Saving Throw DC 26 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight.Mauler A ghastly bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed.Paralysis (incapacitation, necromancy, occult) Any living creature hit by a ghastly bear's attack must succeed at a DC 26 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.