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Sir BearingtonThis large bear wears a top hat and fancy suit that is standing upright with his handy cane. He greets you with a smirk as he eyes you with his monocle. – FFd20 Fans

Sir Bearington (CR 11)

XP 12,800
LG Large Magical Beast (Boss)
Init +9; Senses Low-light vision, scent; Perception +24


AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, -1 size)
hp 406 [532] (14d10+126)
Fort +18, Ref +14, Will +16
DR 5/-
Immune Antagonized, Berserk, Blinded, Charmed, Confused, Cowering, Dazed, Diseased, Doom, Energy Drain, Entangled, Exhausted, Fascinated, Fatigued, Frightened, Immobilized, Imperil, Knocked back, Nauseated, Panicked, Shaken, Sickened, Silenced, Staggered, Stunned, Zombie
Resist Lightning 10, Fire 5, Ice 5, Earth 10, Shadow 10, Holy 5


Speed 40 ft.
Melee Sword cane +24/+19/+14 (1d8+10) or 2 Claws +23 (1d6+10 plus grab), Bite +23 (1d8+10)
Ranged Pistol +18 (1d8/x4)
Space 10 ft.; Reach 5 ft.
Special Abilities Balloon Ride, Bear Necessities, Bearly Contained Power, Bernstein!, Classy Clubs, Dapper Decoy, Reversible Pocket Watch
Special Attacks Grizzly Rend, Funny Honey Throw, Killer Kodiac, Koality Strike, Usurping Ursine
Burst Mode Pandamonium


Str 30, Dex 20, Con 28, Int 26, Wis 24, Cha 28
Base Atk +14; CMB +25 (+29 grapple); CMD 44 (48 vs. trip)
Feats Combat Reflexes, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (Sword cane)
Skills Acrobatics +22, Climb +27, Disguise +22, Knowledge (geography, local, nobility) +22, Perception +24, Stealth +20, Survival +21, Swim +31; Racial Modifiers +4 Swim
Languages Common plus 7 more
SQ Bearly There


Pandamonium (Su)

This Burst Mode lets Sir Bearington release a wave of elements exploding outward doing 16d6 points of damage (¼ earth/water/fire/wind) to everyone in the area of effect unless they make a Reflex save (DC 26) for half damage. This limit break requires only a swift action.

Balloon Ride (Ex)

Once every 1d4+1 rounds as a move action, Sir Bearington can summon a balloon he can walk on pushing all of those out of the way within a 30 ft.-line. Anyone within the pathway must make a Fortitude save (DC 27) or be knocked prone.

Bear Necessities (Su)

Once every 1d4 rounds as a standard action, Sir Bearington takes a quick bite which heals 7d6 points of damage to himself.

During Phase III, increase the heal to 9d6 points.

Bearly There (Ex)

Sir Bearington is deceptively sneaky. +2 to stealth in forests and caves

Bernstein! (Su)

Once every 1d4 rounds as a standard action, Sir Bearington can drink of his out of his flask gaining any benefits from it. Sir Bearington gains Protect, Shell, Regen, and Haste for 1d4+2 rounds.

During Phase II, increase gain to Protect II, Shell II, and Regen II.

During Phase III, increase gain to Protect III, Shell III, Regen III, and Haste II (Hasteja but single target).

Classy Cubs (Su)

Once per phase as an immediate action, Sir Bearington summons 1d4+1 Dire Bears to help him fight.

Grizzly Rend (Ex)

Once every 1d2+1 rounds as a standard action, Sir Bearington can inflict a terrible wound upon his opponent which he learned from the grizzly bears. Sir Bearington can use either his Sword Cane (+24) or Claw (+23) and with a successful melee attack he can inflict the Deep Bleed Status effect on top of his normal physical damage. This can only be removed with two cure spells or completely healed.

Funny Honey Throw (Su)

Once every 1d2+1 rounds as a swift action, Sir Bearington can throw a pot of funny honey at an opponent within 60 ft. If he hits (+18), the target takes 6d6 points of bludgeoning damage and is inflicted with the Confused status effect (Will save DC 26) for 1d6+2 rounds.

During Phase III, add Berserk (Will save DC 26) to the additional bad status effects for 1d6+2 rounds.

Killer Kodiac (Ex)

Once every 1d2+1 rounds as a swift action, Sir Bearington can throw a fan of knives in a 45-ft.-cone. If he hits (+18), everyone in the area of effect takes 8d6 points of piercing damage.

Koality Strike (Ex)

Once every 1d2+1 rounds as a swift action, Sir Bearington takes the fighting defensively action which he learned from koala bears. When fighting defensively in this manner, the dodge bonus to AC gained from that action increases to +4, and the penalty to attack rolls is reduced to –2.

Reversible Pocket Watch (Su)

Once every 1d4+1 rounds as a swift action, Sir Bearington can reverse time back one round for himself reserving all the affect he was afflicted with and damage taken.

During Phase III, resets the cooldown and Sir Bearington can gain an additional free round of actions during that round on top of the normal effect.

Usurping Ursine (Ex)

Once every 1d6+1 rounds as a standard action, Sir Bearington can send an opponent flying. If he hits (+24), he will inflict 12d6 points of piercing damage and knocks his opponent on the ground, prone.


Bearly Contained Power (Su) [Begins Phase II]

Below 60% health, Sir Bearington can call upon inner reserves of strength and ferocity, granting him additional combat prowess. Sir Bearington can rage for 9 rounds. Sir Bearington can enter a rage as a free action.

While in a rage, Sir Bearington gains the benefits of his rage form, gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws but takes a –2 penalty to her Armor Class. He also gains 3 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends While in a rage, Sir Bearington cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). Sire Bearinton will end his rage as a free action and at the beginning of Phase III.


Dapper Decoy (Su) Phase III Begins

Once below 30% health as a swift action, Sir Bearington summons a clone of himself. This clone has the exact same amount of health, stats, defensives, and attacks as his primary. The clone can use Grizzly Rend, Funny Honey Throw, Koality Strike, and Usurping Ursine which they’re immune to each others attacks. The clone lasts for 10 rounds, cannot be dispel, and does not disappear after Sir Bearington’s defeat.