🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Feathered BearCreature 10


Large​Beast​Incorporeal​Spirit​
Source Pathfinder Monster Core 2
Perception +18 (darkvision, scent (imprecise) 60 feet)
Languages Common, Fey, Truespeech
Skills Athletics +22, Intimidation +20, Survival +16
Str +7, Dex +2, Con +5, Int +0, Wis +2, Cha +3

AC 29; Fort +21; Reflex +16; Will +18;
HP 160
Speed 35 feet
Immunities bleed, disease, paralyzed, poison, precision
Resistances All Damage 10

Jaws One Action +21 (+16, +11) to hit (magical, unarmed) 3d10+9 Force
Claw One Action +21 (+17, +13) to hit (agile, magical) 3d6+9 Force

Bond with Mortal Two Actions (mental, primal)

Frequency once per day


Effect The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 20, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane.

The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.

This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Avenging Claws Reaction

Trigger A creature within 10 feet damages the feathered bear's ally with a melee attack


Effect The feathered bear immediately Steps toward the triggering attacker and makes a claws Strike.

Guardian's Aegis (aura, primal)

30 feet. All allies within 30 feet of the feathered bear gain a +1 status bonus to saves against magical effects. The bonus increases to +2 if the effect originated from a fiend.

Effect: Guardian's Aegis

Bonded Strike Two Actions

Requirements The spirit guide is currently Bonded with a Mortal


Effect The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.

Feathered Charge Two Actions

The feathered bear Strides and makes a Strike at the end of that movement. During the Stride, the feathered bear ignores difficult terrain and greater difficult terrain, and they can move across air as easily as solid ground. If the feathered bear doesn't end their movement on solid ground, they fall as soon as the Strike is completed.

Mauler

The feathered bear gains a +4 circumstance bonus to damage rolls against creatures they have Grabbed.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Primal Innate Spells (DC 27, +19 to hit)

Cantrips (5th Level): Know the Way
1st Level: Jump
2nd Level: Environmental Endurance, Oaken Resilience
3rd Level: Haste
5th Level: Truespeech (Constant)



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.

Spirit

Effects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.