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Breadcrumb

BEAR(Battle Enhanced Animalistic Replicant)

Challenge
Terrain
str
21
dex
20
con
20
int
4
wis
12
cha
6

AC 18 (natural armor)
HP 123 (13d8+65; bloodied 61)
Speed 40 ft.
Initiative Dex +5 (15), Insight +1 (11), Perception +5 + 1d8 (15 + 1d8)


Proficiency +4; Maneuver DC 17
Saving Throws Str +5, Dex +5, Con +10, Int –3, Wis +5, Cha –2
Skills Athletics +9, Intimidation +2 (+1d8), Perception +5 (+1d8), Stealth +9 (+1d8)
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities  charmed , fatigued , frightened , paralyzed , petrified , poisoned , prone  
Senses darkvision 120 ft., passive Perception 19
Languages understands the languages of its creator but can’t speak, aside from a few prerecorded lines, usually ordering compliance


Magic Capacitor. Its eyes turn a deeper shade of red, and it lets loose a pre-recorded growl. Electricity begins to course along the gaps and cracks of the bestial machine’s steel plating. The BEAR has an internal adaptive capacitor which can hold one charge. When the BEAR fails a saving throw against a spell and other magical effect, it can choose to absorb the magic, gain a charge, and instead succeed the saving throw. The BEAR can expend this charge to activate certain bonus actions, but until it does it cannot use this trait again.
Magic Weapons. The BEAR’s weapon attacks are magical.
Merciful Wind. The disciplined winds of Caeloon allow the BEAR to cushion its blows with layers of magical wind and fire bullets of compressed air. When the BEAR reduces a creature to 0 HP, it can choose to knock the creature out, leaving it unconscious and stable.
Unyielding. Pale white glyphs flicker across its armor plating. The BEAR cannot be pushed, pulled, or affected by teleportation or planar travel unless it wishes to be


ACTIONS

Multiattack. The BEAR makes two attacks.
Maul. The machine claws and bites. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage.
Integrated Semi-Automatic Firearm. A turret springs up from the quadrupedal construct’s back and takes aim with terrifying speed. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 27 (4d10 + 5) piercing damage.
Ground Pound (Recharge 5–6). The BEAR Disengages, then jumps up to 30 feet. Each Large or smaller creature of the BEAR’s choice within 5 feet of it must succeed a DC 17 Strength saving throw or be knocked prone and take 27 (4d10 + 5) bludgeoning damage. On a successful save, the creature takes only half the damage, and it is not knocked prone.
Precision Targeting (Recharge 5–6). The BEAR’s integrated firearm cycles across a series of designated threats with inexorable accuracy. The BEAR chooses any number of creatures within a 30-foot cone. Each of those creatures must make a DC 17 Dexterity saving throw, taking 27 (4d10 + 5) piercing damage on a failed save, or half as much damage on a successful one.


BONUS ACTIONS

Overclock. With a high-pitched whine, the steel beast powers up. The BEAR expends the charge of its capacitor; it recharges Ground Pound and Precision Targeting, it has advantage on attack rolls until the start of its next turn, creatures have disadvantage on saving throws against its abilities, and it deals 2 (1d4) extra lightning damage whenever it deals damage to a creature.
Thrusters. With a mechanical clank and a small burst of rocket-flame, the steel beast leaps skyward. The BEAR expends the charge of its capacitor and flies 60 feet; it can hover until the start of its next turn.


TECHNOLOGICAL WEAKNESS

Precarious Complexity (Engineering DC 14). The construct combines different types of planarite, and sometimes they are incompatible with each other’s energies. At the start of the BEAR’s turn, if it took damage from four or more types since the start of its previous turn, it seizes briefly. Its capacitor loses its charge and ceases to function for one hour, and the BEAR cannot use Ground Pound or Precision Targeting until after the end of its next turn.

Description

The first BEAR prototype was built by Pemberton Industries before the Great Eclipse, using the most advanced arcanotechnological circuits and divinatory analytical matrices available at the time. It was a novelty back then, good for a few laughs from an audience of amused investors and arena spectators. There was no way that a goofy, bear-shaped machine with claws and rocket-thrusters could ever represent the battlefield of the future, right?

The development of the wayfarer’s engine has allowed the creation of significantly more cost-effective BEARs than ever before. The bodies of these constructs are steel integrated with rocky earth-aspected and mirror-like life-aspected planarite, while its armaments are similar to arcane fusils but charged with coherent thunder air planarite. The BEAR is not the most powerful construct around, but it is among the most cost-effective, beaten in that field only by the highly contraband witchoil guardians.

While these constructs were first crafted to resemble brown bears on all fours, successive generations have since been made more compact and reminiscent of black bears. Subsequent batches are molded to resemble all manner of wingless quadrupeds of roughly similar size and natural weapons: boars, deers, hyenas, jaguars, panthers, wolves, ambush drakes, and even basilisks. Some are enhanced with illusions to make them resemble living creatures.

Monster Type Description

Constructs are beings that were built or made. Some are mindless machines, while others have some form of intelligence. Guardians are constructs.