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Mist BearCreature 7


UncommonLargeBeastEthereal
Source Pathfinder Howl of the Wild
Perception +18 (darkvision, scent (imprecise) 30 feet)
Languages none
Skills Athletics +17, Survival +15
Str +6, Dex +2, Con +5, Int -3, Wis +4, Cha +2

AC 24; Fort +16; Reflex +13; Will +15;
HP 140
Speed 35 feet

Jaws One Action +17 (+12, +7) to hit (unarmed) 2d10+8 Piercing
Claw One Action +17 (+13, +9) to hit (agile, unarmed) 2d8+8 Slashing

Mist Form (concentrate, exploration, occult, polymorph)

Over the course of a minute, a mist bear can transmute its form into a cloud of ethereal vapor. In this state it has resistance 10 to physical damage, is immune to precision damage, and can't use any actions with the attack or manipulate trait. It has a fly Speed of 10 feet and can slip through tiny cracks. The mist bear can return to solid form as a single action.

Clouded Charge Two Actions (concentrate, occult, visual)

The mist bear Strides twice. During this movement, wisps of ethereal smoke trail from its body, making it Concealed. The mist bear then Strikes. The target is Off-Guard to this attack if the bear moved at least 20 feet.

Misty Mauling One Action (concentrate, occult, polymorph)

Requirements The mist bear has a creature Grabbed


Effect The mist bear digs its claws into the grabbed creature as it dissipates into mist. The grabbed creature takes 3d8 slashing damage (DC 25 fortitude save). The mist bear gains the benefits of its Mist Form, Flies up to 10 feet, and then returns to its solid form.


Like the mundane bears they resemble, a mist bear is motivated by simple pursuits, such as food. Unlike other ursines, the mist bear can dissipate into a cloud of ethereal vapor, greatly complicating the efforts of neighboring humanoids to keep their provisions safe from the creature's depredations.

Fortunately, the mist bear follows a predictable pattern of behavior, usually foraging within the Universe for only a few months every year to gorge itself. Once sated, it then enters a state similar to hibernation where it drifts through the Ethereal Plane as a cloud of intangible vapor.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

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.

Ethereal

Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.