Cocaine Bear

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Most bears are content to leave passersby alone, but if provoked they are a brutal force of nature.

Cocaine Bear

Monster Level: 32
Large. Abonimable, Beast
STR DEX END AWR INT CHA
10 7 10 8 -3 -2
Ref: 17 Fort: 20 Ant: 18 Log: 7 Will: 8
Armor Rating 18 Senses Low-Light Vision 60 ft
Hit Points 365
Speed 50 ft, Climb 50 ft
Skills (END) Distance Running +4; (AWR) Tracking +4, Perceiving +4
Features
Keen Nose. The Cocaine Bear has +8 to Perceiving checks relying on smell, and can smell food up to 20 miles away.

Addict. The Cocaine Bear seeks out both fresh blood and hard drugs such as hallucinogenic mushrooms. It doubles its Perceiving bonus when trying to smell any such substance.

Feast on Fear. The Cocaine Bearr has TA and deals 7 (2d6) additional damage against Broken creatures.

Actions

The Cocaine Bear can take SIX of the following actions, or take the same action six times.

Move. The Cocaine Bear can move up to its speed.

Claw. Reach 5 ft, Natural Weapon. +10 vs AR. Hit: 17 (2d6+10) sharp and if the creature is Huge or smaller it falls Prone.

Bite. Reach 5 ft, Natural Weapon. +10 vs AR of a Prone creature. Crit 18-20. Hit: 17 (1d12+10) sharp. On a crit against a Bloodied creature, roll on the table below to determine a secondary outcome.

  1. The creature gains Bleeding 1d12.
  2. The creature gains a Broken Rib.
  3. The creature gains an Internal Injury.
  4. The creature loses a randomly determined hand.
  5. The creature loses a randomly determined arm.
  6. The creature loses a randomly determined leg.

OR the Cocaine Bear can take THREE of the following actions, or take the same action three times...

Move. The Cocaine Bear can move up to its speed.

Claw. Reach 5 ft, Natural Weapon. +10 vs AR. Hit: 17 (2d6+10) sharp and if the creature is Huge or smaller it falls Prone.

Bite. Reach 5 ft, Natural Weapon. +10 vs AR of a Prone creature. Crit 18-20. Hit: 17 (1d12+10) sharp. On a crit against a Bloodied creature, roll on the table below to determine a secondary outcome.

  1. The creature gains Bleeding 1d12.
  2. The creature gains a Broken Rib.
  3. The creature gains an Internal Injury.
  4. The creature loses a randomly determined hand.
  5. The creature loses a randomly determined arm.
  6. The creature loses a randomly determined leg.

...AND take ONE of the following actions.

Roar (1/Recoup). 60 ft, Radius Natural Weapon. +10 vs WILL of each hostile creature in range. Hit: Creature is Broken for 1 minute. A creature can make a DC 20 CHA check at the end of each of its turns, ending the effects on a success.

Snort. The Cocaine Bear consumes fresh blood from a creature that was Bloodied or died within the past minute, or consumes any form of hard drugs. It regains its Roar ability, gains 2 additional actions on its next turn, and if it was bloodied, it regains 22 (4d10) HP.

Reactions
Bristle (1/Round). When a creature moves into melee distance of the Cocaine Bear, it can make a Claw attack.