Chris Van Deelen

No. Enc: 1d3
Alignment:  Neutral
Movement: 90’ (30’)
AC: 4
HD: 15
Attacks: bite, 2 claws
Damage: 2d8 (plus special) /3d4/3d4
Save: L15
Morale: 7
Hoard Class: None

Out of all the varied and deadly mutants that have appeared in the ruins of Moscow, Russia, the bear is one of the least mutated creatures that can be encountered. This particular mutant bear has become very common throughout the Russian wilderness and has proven to be quite resilient and adaptable and have spread to encompass the entirety of Europe, Asia and even the British Islands. Any place that has a forest, these creatures can be found. Rumor has it that they have even made it across the Bearing straight and have been spotted in Alaska and Northern Canada.

They are considerably larger than their un-mutated ancestors, typically standing around twelve feet in height and weighing in excess of 800 pounds. They are quite heavily muscled and the teeth have mutated to protrude from the mouth like daggers. The claws are somewhat larger and far sharper than their ancestors, and they can even use the claws to dig through rock and metal.

Like their ancestors, these mutants are omnivores and are capable of eating anything from meat to plant to fungus. Oddly enough these creatures seem to have a taste for the mutant creatures known as the watchers. Sadly this goes both ways. Entire packs of watchers have been known to attack a Bear and bring it down in order to feast on the flesh of the creature. If a watcher is present, this creature will ignore all other prey or food sources to get at the other mutant.

Over the generations these creatures have built up immunity to toxins and as such cannot be harmed by most types of toxic weapons or poisons. But strangely enough, they are still vulnerable to radiation and can be mutated if they survive exposure.

In combat the creatures will stand on their hind legs and swipe at an enemy and if both attacks hit, they will get a free bite attack. Due to the change in the creature’s teeth, any bite will cause the victim to make a save versus poison. If the save fails, the victim will bleed from the jagged and rips caused by the bite for 1d3 points of damage per round until the wound can be bound. To make matters worse, on a natural 18-20 1 tooth will break off in the wound and will continue to burrow, causing an additional 1d4 points of damage per round until the tooth can be removed. Removing the tooth will cause 1d6 points of damage and the victim must make a save versus death. If the save fails, the tooth was missed and will have to endure not only 1d4 points of damage as it burrows further, and suffer another 1d6 points of damage to try to remove it. The burrowing will continue for 3d4 rounds before finally coming to a stop, at which point it can be removed (which still causes 1d6 damage) but no