Devil Bear

Giant beasts that mostly live deep within the forests. They're believed to be violent, but they're beloved protectors of the forest. They can swallow anything with the mouth on their stomach. They're known for producing famous chefs and food critics, including Overlord Savarin.**EVILITY: Rage Charge:** Gain a +2 bonus to attack and damage rolls for every attack you take damage from (Maximum +24). This lasts for an entire encounter.

**RACE**

• +4 Strength, +4 Constitution, -4 Dexterity, -2 Intelligence.

• Large size Magical Beast (Monster, Demon): -1 penalty to Armor Class, -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•Speed: 30 feet

• Low Light Vision out to 60 feet

• +2 to Knowledge Nature, Intimidate, and craft (Cullinary) checks

• Automatic Languages: English and Japanese

Bonus Languages: Any

**Natural Attack:** Your natural attack is a single swipe of your powerful claw which deals 1d10 damage+ 1 and 1/2 your strength modifier.

**Brute Strength:** The bear gains a bonus to it's Strength score when a Mystic Beast normally gains a bonus to it's Dexterity, and a bonus to it's wisdom when the mystic beast would gain a bonus to it's intelligence. In addition it uses it's strength score to determine it's technique saving throws and as it's relevant ability modifier instead of Dexterity.

**Magichange**

As a free action, a Devil Bear can change into a pair of gauntlets. The Magichange lasts as many rounds as the Devil Bear’s Constitution Modifier, and when it ends, the creature returns to it's former self but is considered exhausted. The wielder must be unarmed and able to hold the weapon when the Devil Bear transforms. For other statistics see the Magichange special ability.

**Devil Bear Gauntlets**

**Gauntlets (Light close/monk weapon)**

**Damage:** 1d10 or monster weapon, whichever is higher.

**Critical:** 20 X2

**Damage Type:** Slashing

**Weight:** 1 lbs.

**Natural armor (Ex)**

The Devil Bear gains a bonus to it's natural armor equal to it's base attack bonus. This replaces the natural armor bonus granted by the Mystic Beast.

**Damage Reduction (Ex)**

The Devil Bear gains a bonus to it's Damage Reduction equal to it's hit dice instead of the bonus listed on the Mystic beast table. This replaces the normal Damage Reduction granted by the Mystic beast as well as the swift concealment ability.

**Track and Snack (Ex)**

At 1st level, The Devil Bear adds half his level (minimum 1) to Survival skill checks made to follow tracks as well as to craft checks to make food.

**Grizzly Display (Ex)**

At 1st level the Devil Bear gains the ability to utilize it's grizzly strength in battle. A number of times per day equal to 3+ the Devil Bear’s Strength modifier the Devil Bear can use the strength powers in one of these following ways, all of which are a standard action unless it says otherwise. Only one can be active at any given time. At 5th level your natural attacks are treated as silver and cold iron for the purpose of overcoming Damage reduction. At 10th level they are treated as Adamantine.

·        *Consume:* Make a single attack against an enemy, this can be a vital strike and it can be used in conjunction with any ability that can be used with a vital strike. This deals normal damage and the enemy must make a fortitude saving throw DC: 10+ 1/2 hit dice+ Strength modifier. If the creature fails, it takes 1d4 bleed damage, and the Devil bear Heals a number of hit points equal to 1/2 of the damage that it dealt. This bleed damage lasts for 1 round per 4 Devil bear levels and increases by +1d4 at levels 5, 10, 15, and 20.

·        *Grizzly Rend:* As a full attack action the Devil Bear can make a full attack and gain an additional attack at it’s highest base attack bonus, however the Devil bear takes a -4 penalty to all of its attacks until the beginning of its next round. This can be used along with a technique that allows for multiple attacks.

·        *Scent:* For one round per level the Devil Bear gains the Scent ability.

·        *Devastating Blow:* As a full round action, the Devil Bear can make a full attack and take only ½ of the number of attacks it has available (Rounded down but minimum 1). These attacks deal double damage whenever they hit. If the attack is a critical hit, the damage multiplier is increased by 1 step.

·        *Skillful:* The Devil Bear gains a +10 bonus on the next skill check it makes. This bonus increases by +1 for every 3 levels it possesses.

·        *Hinder:* Make an attack against a creature. If it hits the creature takes normal damage and a -1 penalty to a single kind of d20 roll or to armor class for 1d8 rounds. This penalty increases by another -1 for every 3 levels the Devil Bear possesses. These bonuses don’t stack but can be applied to multiple d20 rolls.

·        *Picnic Basket:* For 1 round per level, whenever the Devil Bear eats a magic food item or consumes a one shot item such as a potion, it heals 1d4 hitpoints +1 for every level it possesses. This increases by +1d8 at 5th, 10th, 15th, and 20th level.

·        *Magic Protection:* For one round per level, the Devil bear gains DR 1/- and it makes all Devil Bear class damage reduction become overcome by nothing. This increases by 1 every 5 levels the Devil Bear possesses.

·        *Healthy:* For one round per level, the Devil Bear gains 5 hitpoints per hit dice in temporary hitpoints. These temporary hitpoints do not stack with themselves. This increases by +1 hitpoint per hit dice at levels 4, 8, 12, 16, and 20.

At 5th level the Devil Bear gains a single combat feat as a bonus feat. It must meet the prerequisites of this combat feat. The Devil Bear gains an additional Combat feat at 9th, 13th, and 17th levels. If the feat grants an ability usable multiple times per day such as elemental fist or stunning fist, the Devil Bear can expend uses of it’s Grizzly display to use them instead of uses of the feat per day.

At 5th level, the Devil Bear can have two of it’s Grizzly Display effects active at once. At 10th level it can have three, and at 15th level it can have four active at once.

This replaces the mystic Horn ability of the Mystic Beast.

**Favored Enemy (Ex)**

At 1st level, a Devil Bear selects a creature type from the Devil Bear favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Devil Bear may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the Devil Bear may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the Devil Bear chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the Devil Bear's bonuses do not stack; he simply uses whichever bonus is higher.

This replaces the Mystic Beast's sonic resistance and immunity.

**Knowledge of the Wild (Ex)**

At First Level, The Devil Bear knows the wilderness and as such can use it's past experiences and common sense to aid it in the wild. The Devil Bear can apply it's wisdom modifier to Knowledge nature checks as well as any knowledge check used to identify a creature that he possesses as a favored enemy. This replaces the Sturdy build and Sprint abilities of the Mystic Beast.

**Favored Terrain (Ex)**

At 3rd level, a Devil Bear may select a type of terrain from **Table: Ranger Favored Terrains**. The Devil Bear gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A Devil Bear traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the Devil Bear may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the Devil Bear's bonuses do not stack; he simply uses whichever bonus is higher.

This replaces the Increased move speed of the Mystic Beast.

**Grizzly Surge (Ex)**

At 5th level, the Devil Bear gains the feat Step Up as a bonus feat, and can move up to 10 feet when using this feat, allowing it to trigger even if a creature within a 10 foot movement, but not in his threatened space takes a 5 foot step back. At 8th level the Bear gains Step up and Strike as a bonus feat, and can now move up to 20 feet for this purpose.

This replaces Wind Jaunt

**Grizzly Defense (Su)**

At 13th level, This ability works as the Mystic Beast's Wind Wall, however the Devil Bear adds their Wisdom modifier to their armor class instead of Charisma.

**Earth Walk (Ex)**

At 17th level, This works as the Mystic Beast's Wind Walk ability however it grants a Burrow speed instead.

**Orangadang (Su)**

At level 20, the Devil Bear becomes a powerhouse of pure, raw, nature. Once per day as a standard action, the Devil Bear’s size increases by one category, it’s height doubles, and it’s weight increases by a factor of eight. It’s features shift into those of a Feral beast of hellish invincibility. It gains a +6 size bonus to Strength and a +8 bonus to Constitution, a +3 natural armor bonus, and darkvision 60 ft. These modifiers replace the normal modifiers for increasing its size. The size modifier for AC, attacks, CMB, and CMD changes as appropriate for its new size category.

Its damage reduction increases by 10, and the Devil Bear’s natural attacks base damage increase by +2 damage dice. (If you dealt 4d6 it becomes 6d6).

The Devil Bear gains the swallow whole ability as well as the grab ability, and the swallow whole only requires a single grapple combat maneuver check to activate. On the following round, the enemy takes normal damage from the Devil Bear’s monster weapon as if they had been struck by it, half of this is slashing and half is acid. As a standard action, The Devil Bear can eject the creature and deal damage to it again, increasing it’s base damage by +2 damage dice again. This can be a vital strike if the bear possesses that feat. Its stomach possesses an armor class equal to 1/2 of it’s base armor class, and hit points equal to 1/3 of its total. It can hold creatures of up to its current size category in its stomach, doubling that number for every size smaller. (If you it is huge, it can hold 1 huge, 2 large, 4 medium, 8 small, 16 tiny ect....).

If insufficient room is available for the desired growth, it attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process (see Breaking and Entering). If it fails, it is constrained without harm by the materials enclosing it-the spell cannot crush it by increasing its size.

All equipment you wear or carry is similarly enlarged by this spell. Melee weapons deal more damage. Other magical properties are not affected by this spell.

This lasts for 1 round per level and cannot be dispelled.

# Devil Bear Techniques

**1st-Level Devil Bear Techniques**— Bristle, Ant Haul, Calm Animals, Charm Animal, Detect Aberration, Detect Animals or Plants, Endure Elements, Expeditious Excavation, Jump, Keen Senses, Longstrider, Magic Fang, Negate Aroma, Speak with Animals

**2nd-Level Devil Bear Techniques**—Bear's Endurance, Aspect of the Bear, Animal Aspect, Animal Messenger, Animal Trance, Barkskin, Bull's Strength, Cat's grace, Certain Grip, Forest Friend, Greensight, Hold Animal, Lockjaw, Reduce Anmal, Scent Trail, Stone Call, Warp Wood, Castigate, Cyclone Claw \*\*

**3rd-Level Devil Bear Techniques**— Greater Animal Aspect, Anthropomorphic Animal, Ape Walk, Badger's Ferocity, Burrow, Dominate Animal, Hide Campsite, Mad Monkeys, Greater Magic Fang, Nature's Exile, Pup Shape, Resinous Skin, Snare, Deadly Juggernaut, Roaring Demon (Magichange) \*\*

**4th-Level Devil Bear Techniques**— Aspect of the Stag, Atavism, Bloody Claws, Cape of Wasps, Freedom of Movement, Grove of Respite, Strong Jaw

**5th-Level Devil Bear Techniques**— Animal Growth, Aspect of the Wolf, Awaken, Baleful Polymorph, Blessing of the Salamander, Commune with Nature, Hallow, Raise Animal Companion, Reprobation, Rest Eternal, Stoneskin, Tree Stride, Unhallow, Come Come Bear\*\*

**6th-Level Devil Bear Techniques**— Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Eagle Aerie, Find the Path, Ironwood, Move Earth, Communal Stoneskin, Stone Tell, Transport Via Plants, Wall of Stone

**7th-Level Devil Bear Techniques**— Rampart, True Seeing, Ki Shout, Lunar Veil, Mark of Justice, Disruption weapon, Divine pursuit, Mass Castigate, Darkness Release, Sanzu River Falls (Magichange) \*\*

**8th-Level Devil Bear Techniques**— Animal Shapes, Mass Atavism, Blood Mist, Earthquake, Euphoric Tranquility, Frightful Aspect,

**9th-Level Devil Bear Techniques**— Antipathy, Clashing Rocks, Regenerate, Shapechange, Sympathy, World Wave, Hyper Suction\*\*