Dire Polar Bear (CR 11)
Alignment: Always neutral
Initiative: +0; Senses: low-light vision, scent, Listen +11, and Spot +11
AC: 19 (-2 size, +11 natural), touch 8, flat-footed 19
Hit Dice: 18d8+114 (195 hp)
Fort +17, Ref +11, Will +12
Speed: 50 ft., swim 20 ft.
Space: 15 ft./10 ft.
Base Attack +13; Grapple +35
Attack: Claw +25 melee
Full Attack: 2 claws +25 melee and bite +20 melee
Damage: Claws 2d6+14, bite 3d8+7
Special Attacks/Actions: Improved grab
Abilities: Str 39, Dex 11, Con 23, Int 2, Wis 12, Cha 10
Feats: Alertness; Endurance; Improved Natural Armor; Run; Toughness (2); Track; Weapon Focus (claw)
Skills: Hide -6*, Listen +11, Spot +11, and Swim +17
Advancement: 19-36 HD (Huge); 37-45 HD (Gargantuan)
Climate/Terrain: Cold plains
Organization: Solitary or pair
A dire polar bear attacks by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a dire polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.
Scent (Ex): A dire polar bear can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.
Skills: A dire polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A dire polar bear's white coat bestows a +12 racial bonus on Hide checks in snowy areas.