Bugbear Werebear, Hybrid form CR 9
XP 6400
Chaotic Evil Large Humanoid (Humanoid)
Barbarian level 5 (skill points 20) Viking
(Barbarian )
Init +2; Senses Darkvision 60, Scent, Empathy Bear, Low-light Vision, Scent; Perception +12
DEFENSE
AC 23, Touch 11, flat footed 21 ( Armored Coat, Shield, none)
(+2 Dex, +8 Natural, -1 size, +4 armour)
hp 96 (3d8+5d12+40+5);
Fort +10, Ref +4, Will +6
Damage reduction 10/silver
OFFENSE
Speed 30
Melee
Single Attack Scythe +12 (2d6+9 X4) Unholy
or Javelin +8 (1d8+6)
Full Attack
Scythe +12/7 (2d6+9 X4) Unholy
Bite +7 (1d8+6)
Claw +7 (1d6+6)
or Javelin +8/3 (1d8+6) range 30
Space 10ft 2x2ft.; Reach 5ft
Special Attacks
Curse of Lycanthropy DC(14) ,
Improved Grab if hit with the a claw
Rage (Ex) +4 Con +4 Str +2 Will save -2 AC. Per day = Con mod + 12
Rage Power Last as long as raging. Number = 2
STATISTICS
Str 23, Dex 15, Con 21, Int 10, Wis 14, Cha 11
Base Attack 7 CMB 14 ; CMD 26
Feats
Guarded Stance: Gains +1 dodge bonus to AC (and +1 / 6 levels) for con bonus rounds (move action) ,
Knockback: Can make a bull rush attempt if successful target takes STR mod damage and knocked back (No Att of Opp),
Armour Prof Light,
Armour Prof Medium,
Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn ,
Endurance: +4 on checks to resist non-lethal damage,
Intimidating Prowess: Add STR mod to CHA mod for intimidation check,
Iron Will: +2 on will saves,
Martial Weap Prof,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
Powerful Blow: Gain +1 and +1 per 4 levels on damage 1/rage,
Run: Can run at 5 times normal speed, +4 bonus to Acrobatic jumps,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Skill Focus (Perception): +3 perception
Skills Acrobatics 7, Climb 11, Craft Wood Working 5, Handle Animal 0, Intimidate 17, Know Nature 4, Perception 12, Ride 2, Stealth 6, Survival 6, Swim 8
Languages Common, Goblin
ECOLOGY
Environment Temperate mountains
Organization Solitary, Band 11-20, Gang 2-4
Treasure Standard
SPECIAL ABILITIES
Alternate form
Fast Movement Land Movement raised by 10
Improved Uncanny Dodge Can no longer be flanked 1
Trap Sense Reflex save and AC when dealing with traps bonus 1
Uncanny Dodge Retains Dex bonus if flat footed 1
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent:This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed-only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the sources location.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarrys odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
MAGIC ITEMS (max value 7800)
Potion of Enlarge person - (250gp)
+1 (+1 special ability) Scythe (8300gp)
Blood Crystal Weapon : If an attack with a piercing or slashing blood crystal weapon hits a target suffering from a bleed effect, the creature takes 1 additional point of damage from the attack as the blood crystal drains blood from the wound (1200gp)
Unholy : +2d6 damage against good alignment (+2 bonus)
Total Value = 9750