Celestial Dire Bear CR 9
Always LG Large Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision, scent; Listen +10, Spot +10, Swim +13
Languages —
AC 17 (−1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
hp 12d8+51 (105 hp); DR 10/magic
Fort Ref Will
Speed 40 ft. (8 squares)
Space/Reach 10 ft./5 ft.
Base Atk +9; Grp +23
Melee 2 claws () and bite ()
Attack Options Improved grab, Smite evil
SQ darkvision 60 ft., Low-light vision, scent, resistance to acid 10, cold 10, and electricity 10, SR 17
Abilities Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10
Feats Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Skills Listen +10, Spot +10, Swim +13
Advancement 13–16 HD (Large); 17–36 HD (Huge)
Environment Any good-aligned plane
Organization Solitary or pair
Treasure None
Summon Monster: Summon Monster VIII
Smite Evil (Su): Once per day, this creature can make a normal melee attack to deal +12 extra damage against an evil foe.
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Celestial template: Applied to the base creature (see Celestial Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food.
Open Game Content · Monster entry · Celestial Creature · Summon Monster VIII.