Ghastly BearCreature 9
Source Pathfinder #147: Tomorrow Must Burn
Perception +16 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +19, Survival +14
Str +6, Dex +1, Con +6, Int -4, Wis +1, Cha -1
AC 27; Fort +19; Reflex +14; Will +16;
HP 135 (void healing)
Speed 35 feet
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Jaws
+20 (+15, +10) to hit (unarmed) 2d10+9 PiercingClaw
+20 (+16, +12) to hit (agile, unarmed) 2d8+9 SlashingStench (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 Slowed 1 as long as it's sickened on a critical failure).
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.
Effect: Stench
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Consume Flesh
(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 healing 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 void damage and regains half as many Hit Points from all healing (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 3d8 void damage and gains no benefit from healing (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead, and rises as a Actor.Ghast the next midnight
MaulerA ghastly bear gains a +4 circumstance bonus to damage rolls against creatures it has Grabbed.
Paralysis (incapacitation, 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.
Grab
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.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
GhoulGhouls are vile undead creatures that feast on flesh.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.