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 (negative healing)
Speed 35 feet
Immunities death effects, disease, paralyzed, poison, unconscious
Jaws +20 (+15, +10) to hit 2d10+9 Piercing
Claw +20 (+16, +12) to hit (agile) 2d8+9 Slashing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Scent (Imprecise) 30 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
Stench (aura, olfactory)10 feet Aura
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
Negative HealingA creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative 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 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
MaulerA 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.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
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.