Thursday, September 8, 2011

"G" is for "Glarebear"

Glarebear

No. Enc.:  1 (1d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 1d8
Save:  L4
Morale:  9
Hoard Class:  VII
XP:  4,060

Glarebears are immense, shaggy beasts that stand 15' tall on their hind legs.  They can be found in almost any climate, but tend to congregate near areas of high radioactivity.

Glarebears ordinarily scintillate with cascading red, green, and blue lights, but they can become completely invisible when hunting.  Glarebears can also "flare up" with an intense white radiance, causing everyone lacking appropriate eye protection (sunglasses, treated goggles, etc.) within 30' to suffer a -3 to all To Hit rolls directed their way.  And their Mental Phantasms—actually holograms—affect everyone (except blinded targets) within the same 30' radius.

Like most ursines, if both claws strike in the same round, they squeeze their targets in a powerful hug for an additional 2d8 damage.

A garment fashioned from a glarebear's pelt provides the wearer with concealment abilities identical to the Chameleon Epidermis Physical Mutation.

Mutations:  Control Light Waves, Night Vision, Optic Emissions (Bright Eyes), Optic Emissions (Gamma Eyes), Reflective Epidermis (Lasers/Light), Mental Phantasm (Modified)