Kermode Bear
The Kermode bear is a black bear with a recessive trait that causes it to grow cream -white fur. In our world, they are only found in remote areas of the Pacific Northwest rainforest, and occur in 10 -20% of the black bear population. Like other bear, they can maul if they hit the same opponent with both claws, doing an additional 2d4 damage and gaining a free bite attack. These bears are inherently lucky, and characters sighting one, without killing it, gain a +1d3 bonus to Luck for the next 1d7 days at the end of the encounter. A Kermode bear also has 1d5 -2 (minimum 0) of the following special traits (roll 1d5, rerolling duplicates): 1d5 Special Trait 1 The bear contains the spirit of the last great Ice Age, and is immune to all cold damage. 2 The bear can phase in and out of the material realm, so that attacks against it are ineffective 50% of the time. Force attacks, magical weapons, and timing attacks with successful Mighty Deeds can negate this miss chance. 3 The bear is intelligent, and can cast spells as a level 1d3 cleric. 4 The bear is intelligent, and can communicate telepathically within a 100’ range. 5 The bear’s connection to the spirit world passes on to a single creature which consumes its heart. Roll 1d7, modified by Luck: (0 or less): Gain +1 point of Strength and Stamina, and +1d3 points of Luck; (1 -2) gain +1 point of Strength, Stamina, or Luck, determined randomly; (3-4) a spirit appears in the consumer’s dream, demanding that some task be performed, after which the consumer gains +1 point of Luck; (5 -6) -1 point penalty to random ability score until some spirit -assigned quest is completed; (7+) - 1d3 point penalty to Luck as the spirit world is affronted. These effects are immediate and permanent unless otherwise indicated. It is intentional that characters with lower Luck have a better chance of a positive outcome. Other Names: Ghost bear, moksgm’ol , or spirit bear.
Summary
Init +3; Atk bite +3 melee (1d6) or claw +5 melee (1d4); AC 14; HD 2d6; MV 40’ or climb 20’; Act 2d20; SP maul (if both claws hit, 2d4 plus free bite attack), lucky sighting, special traits; SV Fort +7; Ref +3; Will +2; AL N.