Monday, October 5, 2015

"What's Nuked, Scooby-Doomsday?" — Scarebear

Scarebear

No. Enc.:  1 (1)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  3
Hit Dice:  15
Attacks:  3 (2 claws, 1 bite)
Damage:  2d12 / 2d12 / 1d8
Save:  L15
Morale:  11
Hoard Class:  XXII
XP:  8,700

Scarebears are blazing-eyed ursinoids that inhabit the most polluted of environs:  areas with heavy fallout, acid geysers, incandescent streams, freakish plants, twisted wildlife, etc.  Accordingly, they are immune to all toxins, chemicals, diseases, and radiation.  Scarebears down trees and shear through metal walls with just a single swipe of their unbreakable, retractable claws.

A scarebear can metamorphose into a Pure Human (albeit a hirsute one), or a part-bear, part-man hybrid with each part determined at will (allowing for, say, a bear head and human hands, or bear body with human head).

Vengeful creatures, scarebears never let a slight go unpunished.  They are adept at using computers and artifacts, and combine these skills with their shape-shifting to be experts at infiltration and sabotage.  And unlike almost every other monster in the way-out world of Scooby-Doomsday, scarebears are Neutrally aligned.

Scarebears are irrationally terrified of birds, mutant and otherwise.

Mutations:  Enhanced Vision (Night), Fear GenerationIntellectual Affinity (Tinkerer)Metamorph, Phobia (Avians) (D)















Inspired by Scooby-Doo! Mystery Incorporated episode #38, "Scarebear" (2012).

And for the Savage Worlds version, click here!