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Ghastly Bear

Creature 9 (rare) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

AnvilCrasherLANDundeadunholy

Source: age-of-ashes-bestiary (Pre-Remaster)

Perception +16; darkvision, scent (imprecise) 30 feet
Skills athletics +19, survival +14
Str
+6
Dex
+1
Con
+6
Int
-4
Wis
+1
Cha
-1
AC 27 Fort +19 Ref +14 Will +16
HP 135 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 35 feet

Offense

Melee Jaws (unarmed) +20, Damage 2d10+9 piercing plus Ghast Ghast Fever, Ghast Paralysis
Melee Claw (agile, unarmed) +20, Damage 2d8+9 slashing plus Ghast Paralysis, Grab

Abilities

Stench (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.
Void Healing — A 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) — 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 Ghast the next midnight
Mauler — A 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

WORKS WELL WITH

FlankerLANDParalysis and grabbed conditions create flanking opportunities against immobilized foes.
SniperLANDLocked-down targets are easier prey for ranged strikers who avoid the stench aura.
WeaverLANDBuffing or control spells compensate for low Will defense and extend the lockdown duration.

PUNISHES

✖ clumping✖ melee reliance✖ low Fort
Overlapping stench auras yield diminishing returns and multiple grapplers compete for the same targets.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #147: Tomorrow Must Burn.

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