(Black, Grizzly, Polar, Cave) #
The woods go quiet. Then something large and unhurried moves between the trees, and you remember that you are not the apex predator here.
Framework Note — Four Species #
This entry covers all four RC bear species in a unified framework. All bears share the Hug mechanic and the general three-attack structure (2 claws + 1 bite). Individual species differ in aggression threshold, ecology, HD, and special capabilities. The shared mechanic section comes first.
| Species | HD | CR | Frequency | Aggression |
|---|---|---|---|---|
| Black Bear | 4 | 3 | Common | Low — avoids unless cornered or protecting cubs |
| Grizzly Bear | 5 | 4 | Common | Moderate — will attack if hungry or surprised |
| Polar Bear | 6 | 5 | Rare | High — frequently attacks, excellent swimmer |
| Cave Bear | 7 | 6 | Very Rare | High when hungry — hunts by scent relentlessly |
Shared Mechanic — The Bear Hug #
All four species share this mechanic. It is the defining feature of bear combat in BECMI.
Trigger: If any bear hits one victim with both paws in one round — both claw attacks connect against the same target — the bear hugs that victim and inflicts 2d8 additional damage in the same round.
Mechanics:
- Both claws must hit the same target in the same round for the hug to trigger
- The 2d8 hug damage is applied immediately in the same round — the sequence is: left claw hits, right claw hits, hug (2d8) triggers, then bite resolves separately
- AV applies to the hug damage — it is a crushing physical embrace, not a piercing or magical effect
- The hug does not establish a Grapple in the standard Skills-Based sense — it is a one-round crushing damage burst, not a sustained hold
- However, see the Grapple variant below for bears that attempt sustained Wrestling
The hug as FR maneuver (optional extension): After delivering the hug damage, the bear may attempt to maintain the grip as a Wrestling hold (FR vs. target FD). This is not required by the RC but is mechanically consistent with bear behavior — a bear that hugs a target and deals 2d8 immediately may choose to maintain the hold for ongoing 1d8 crushing per round. The DM should use this option for bears that are cornered, protecting cubs, or specifically identified as fighters rather than fleers.
Hug probability: Against a single target in melee, the bear makes two claw attacks (HR vs. AC). The probability of both hitting depends on the bear’s HR and the target’s AC:
- Black Bear (HR +3) vs. AC 14: each claw hits on an 11+, ~50% per claw, ~25% both hit → hug triggers ~25% of rounds
- Cave Bear (HR +5) vs. AC 14: each claw hits on a 9+, ~60% per claw, ~36% both hit → hug triggers ~36% of rounds
This is significant — against a party member in the open the cave bear triggers its devastating hug more than one round in three.
Shared AC/AV Philosophy #
All bears use RC AC 6–8 (descending). In ascending terms:
- AC 6 (descending) = AC 14 ascending
- AC 8 (descending) = AC 13 ascending
- AC 5 (descending) = AC 15 ascending
The bear’s protection is dense fur, thick subcutaneous fat (especially in winter-preparation season), and heavy muscle mass. The split between AC and AV reflects this:
- AC represents the bear’s natural mobility and the difficulty of landing a precise strike on a large animal in constant motion
- AV represents the fur/fat/muscle absorbing damage once a hit connects
Bears do not evade — they charge. Their AC is primarily their mass and movement making precise targeting difficult.
Black Bear #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 4d8 (avg 18 HP) |
| AC | 14 |
| AV | 1 (melee) / 0 (missile) |
| HR | +3 |
| FR | +3 |
| FD | 13 |
| Move | 120 ft (40 ft encounter) |
| Attacks | 2 claws (1d3/1d3) + 1 bite (1d6) — hug (2d8) if both claws hit |
| Save As | Fighter 2 |
| Morale | 7 (10 when protecting cubs — see Behavior) |
| Treasure | Type U (camp raids — incidental) |
| Alignment | Neutral |
| CR | 3 |
| Size | Large (6 ft standing) |
| Intelligence | Animal (INT 2) |
| XP | 75 |
AC/AV — Black Bear #
RC AC 6 (descending) = AC 14 ascending. AV 1 — moderate fur and fat layer, the thinnest of the four bear species. Missile AV 0 — arrows penetrate the thinner black bear fur readily.
Black Bear Skill Slots (3 total) #
| Slot | Skill / Ability | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +3 |
| 2 | Alertness (Basic) | Cannot be surprised in its home woodland; detects food (including camp supplies) at 200 ft through scent; detects humans at 100 ft through scent. This detection is the mechanism for camp raids — the bear finds the campsite by smell before the party knows it is nearby |
| 3 | Survival (Basic) | The black bear’s primary survival behavior — knows berry patches, fishing streams, beehives, and seasonal food sources within a 10-mile territory. Camp raiding is an extension of this skill applied to human food caches |
Black Bear Behavior #
The critical distinction from other bears: The RC states a black bear “will not usually attack unless it is cornered and cannot escape.” This is the most passive of all four species. The default encounter resolution for a black bear is escape, not combat.
Behavioral states:
Foraging (most encounters): The bear is looking for food. It detects the party by scent before it sees them. If the party makes noise and the bear has a clear escape route, it leaves. No Morale check required — it simply goes.
Surprised at close range: If the party comes within 30 ft before the bear detects them, it startles. Roll d6: 1–4 it flees, 5–6 it charges (Morale check immediately). Even this defensive charge is not committed — it is a “get away from me” bluff charge that stops if the party holds ground and makes noise.
Cornered: No escape route, trapped. Morale becomes 9 rather than 7 — the cornered bear fights seriously. This applies to any situation where the bear cannot move away from the party (cliff behind it, water on three sides, cave with one entrance). The cornered bear does not fight to the death in general — Morale 9 still allows for a check when badly hurt.
Protecting cubs: Morale 10, fights to the death. A female black bear with cubs is the most dangerous version of this creature. She will not flee, she will not negotiate, and she will not stop until the threat is gone. The RC makes this explicit. Any encounter with a black bear in spring/summer that includes cubs present triggers automatic Morale 10 behavior. There is no negotiation option, no deterrence. The threat to her cubs overrides every other behavioral consideration.
Camp raiding: The black bear’s Alertness (food detection at 200 ft) makes it the primary camp-raiding bear. It wants the food, not the people. A camp raid encounter:
- Bear approaches upwind during the night watch
- If watch fails their Alertness check (contested by the bear’s scent-based detection), it reaches the food stores before the alarm
- Bear takes food and leaves — it does not attack sleeping characters unless they position themselves between it and the food or the exit
- If disturbed during the raid, cornered behavior applies — Morale 9
Treasure Type U: The Type U treasure in a black bear context represents items incidentally gathered or found near raided camps — coins dropped during the chaos of a camp raid, a piece of jewelry a victim dropped while fleeing, small valuables accumulated in the bear’s regular territory by pure chance. The bear does not hoard; it is simply a large animal that exists in territory where things get dropped.
Black Bear Martial Style #
Style: Hard (Basic rank) Rank: Basic
The black bear fights defensively — it charges to create distance or intimidate, it does not pursue once the threat retreats. Hard Basic reflects its combat when engaged but its overall behavioral preference is escape. A Hard Basic fighter that always checks Morale at half HP and retreats on a failed check is mechanically accurate.
Grizzly Bear #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 5d8 (avg 23 HP) |
| AC | 13 |
| AV | 2 (melee) / 1 (missile) |
| HR | +4 |
| FR | +4 |
| FD | 15 |
| Move | 120 ft (40 ft encounter) |
| Attacks | 2 claws (1d8/1d8) + 1 bite (1d10) — hug (2d8) if both claws hit |
| Save As | Fighter 4 |
| Morale | 10 |
| Treasure | Type U |
| Alignment | Neutral |
| CR | 4 |
| Size | Large (9 ft standing) |
| Intelligence | Animal (INT 2) |
| XP | 175 |
AC/AV — Grizzly Bear #
RC AC 8 (descending) = AC 13 ascending. The grizzly’s lower AC reflects its more aggressive combat posture — it charges rather than evades, making it a more predictable target despite its size. AV 2 (melee) / AV 1 (missile) — significantly thicker fur and fat than the black bear, developed for colder mountain climates.
FD 15 note: The grizzly’s 9-foot standing height and significant mass make it notably harder to shove or trip than the black bear. Formula: 10 + STR mod (+4, implied by 1d8 claw damage) + Size (+2) + Armor FD (+1, fur equivalent) = 17 — adjusted to 15 to reflect that despite the mass, the grizzly’s aggressive forward-charging posture makes it slightly easier to redirect with a well-timed shove than a bear in a stable defensive stance.
Grizzly Bear Skill Slots (4 total — 5 HD) #
| Slot | Skill / Ability | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +4 |
| 2 | FR Investment (Basic) | FR +4; the grizzly’s hug is stronger than the black bear’s — the additional FR investment reflects both the larger body and the more aggressive wrestling tendency |
| 3 | Alertness (Basic) | Same scent-detection as black bear but at longer range — 300 ft for food, 150 ft for humans — reflecting the grizzly’s more active territorial patrol |
| 4 | Endurance (Basic) | The grizzly can pursue prey at full speed for 2d4 miles before tiring. This is the critical difference from the black bear — a grizzly that charges will continue charging. It does not give up at the tree line |
Grizzly Bear Behavior #
Much more aggressive: The RC states grizzlies are “much more likely to attack than black bears” and are “fond of meat.” This translates mechanically as Morale 10 — the grizzly does not check Morale until severely wounded (below 25% HP at the DM’s discretion, or standard 50% HP for strict RC application). It is not fearless — but it is confident.
Territorial behavior: Grizzlies mark and patrol large territories (up to 50 square miles for a male). A party that camps in grizzly territory has a 10% chance per night of being visited — not necessarily attacked, but investigated. The grizzly’s Alertness at 150 ft for humans means it knows the party is there well before they know about it.
Encounter default: Unlike the black bear, the grizzly does not default to flight when encountering humans. It assesses (1d4 rounds of watching from cover) and then decides:
- Roll d6: 1–2 it moves away (not enough threat/food value), 3–6 it approaches
- If it approaches and the party is small (1–2 members) or obviously injured: it charges
- If it approaches and the party is large (5+ members) with weapons visible: it circles and watches, may bluff-charge (requires party Morale check) then disengage
Bluff charge: The grizzly’s signature behavior — it charges at full speed, checks at 10 ft, roars, then either continues (if the target did not hold ground) or retreats. A party that holds position and makes noise during a bluff charge forces a Grizzly Morale check at –1. A party member who runs triggers an immediate actual charge (the flight response activates hunting behavior).
Morale 10: The grizzly does not retreat in standard combat. It fights until dead or until its own survival instinct overrides — typically at around 25% HP the DM may allow a Morale check. In practice a grizzly that has engaged in melee will not disengage cleanly — even a failed Morale check results in it walking away slowly rather than fleeing, and a party member who pursues triggers the resumption of combat.
Grizzly Bear Martial Style #
Style: Hard (Basic rank) with Proactive secondary tendency Rank: Basic
The grizzly is the closest to a Proactive fighter among the four bear species — it initiates combat, it charges, and its Morale 10 means it does not back down. Hard Basic covers the raw damage output; the Proactive tendency is behavioral rather than a formal skill investment.
Charge attack: A grizzly that charges from more than 20 ft deals double damage on its first claw attack (Lance Attack equivalent). In most encounters the grizzly charges — applying this routinely is correct.
Polar Bear #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 6d8 (avg 27 HP) |
| AC | 14 |
| AV | 2 (melee) / 1 (missile) |
| HR | +4 |
| FR | +5 |
| FD | 16 |
| Move | 120 ft (40 ft encounter) |
| Swim | 120 ft (40 ft encounter) |
| Snow | 120 ft (40 ft encounter) — no sinking penalty |
| Attacks | 2 claws (1d6/1d6) + 1 bite (1d10) — hug (2d8) if both claws hit |
| Save As | Fighter 3 |
| Morale | 8 |
| Treasure | Type U |
| Alignment | Neutral |
| CR | 5 |
| Size | Large (11 ft standing) |
| Intelligence | Animal (INT 2) |
| XP | 275 |
AC/AV — Polar Bear #
RC AC 6 (descending) = AC 14. The polar bear’s AC is slightly higher than the grizzly’s (14 vs. 13) because its fighting style is more controlled — it does not charge recklessly like the grizzly. AV 2 (melee) / AV 1 (missile) — the thick insulating fat layer (2+ inches of blubber beneath the fur) provides genuine impact absorption.
FD 16: The polar bear is the heaviest of the four species (up to 1,500 lbs) and its wide flat feet give it exceptional ground stability on snow and ice. On snow terrain its FD increases to 18 — it cannot be shoved or tripped on snow except by creatures of Huge size or by extraordinary FR checks.
Polar Bear Skill Slots (4 total — 6 HD) #
| Slot | Skill / Ability | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +4 |
| 2 | FR Investment (Skilled) | FR +5; the polar bear’s hug is more sustained than other species — Skilled FR investment reflects its tendency to maintain grip after the initial hug |
| 3 | Swimming (Expert) | Moves at full speed in water; cannot be penalized by current, cold water, or sea conditions that would impair other swimmers. The polar bear’s dense fur and fat layer makes it effectively buoyant — it swims efficiently over very long distances (the RC’s note about swimming implies this is a primary hunting capability, not an emergency measure) |
| 4 | Snow Movement (innate) | Wide padded feet allow full movement speed on snow without sinking. Creatures without this ability move at half speed in deep snow — the polar bear suffers no such penalty and can run at full 120 ft move on packed or deep snow equally. On sea ice the polar bear is completely at home; rocky arctic terrain has no movement penalty |
Polar Bear Behavior #
“Often attacks adventurers” — the RC is explicit. The polar bear encounters humans rarely (arctic environment) but when it does, it treats them as food more readily than either the black or grizzly bear. Morale 8 is higher than the black bear (7) but lower than the grizzly (10) — the polar bear is aggressive but not suicidal. It will disengage from a party that proves more dangerous than expected.
Aquatic encounters: A polar bear encountered swimming is not meaningfully hampered — it maintains full attack capability in water, and a party swimming or in a boat faces an opponent that cannot be kited, cannot be outswum (it moves as fast in water as most characters move on land), and gains the FD bonus of its stable swimming posture. Encounter a polar bear in arctic water: treat as CR 6 for a non-swimming party.
Arctic terrain advantage: On snow and ice the polar bear is effectively at home while most characters are at –1 to all physical checks from terrain difficulty. The combat occurs on terrain perfectly suited to the polar bear and poorly suited to most adventurers.
Polar Bear Martial Style #
Style: Control (Basic rank) — sustained hug Rank: Basic
The polar bear is the most Control-oriented of the four species because its FR investment (Skilled) and its natural hunting behavior emphasize grabbing and holding prey rather than pure damage output. A seal hunting polar bear grabs and restrains — it applies this same behavior to adventurers. After triggering the hug, the polar bear may attempt to maintain the grip (see Hug as Grapple in the shared mechanic section) — it is the species most likely to do this.
Cave Bear #
Stat Block #
| Stat | Value |
|---|---|
| Hit Dice | 7d8 (avg 32 HP) |
| AC | 15 |
| AV | 3 (melee) / 2 (missile) |
| HR | +5 |
| FR | +6 |
| FD | 18 |
| Move | 120 ft (40 ft encounter) |
| Attacks | 2 claws (2d4/2d4) + 1 bite (2d6) — hug (2d8) if both claws hit |
| Save As | Fighter 4 |
| Morale | 9 |
| Treasure | Type V (lair) |
| Alignment | Neutral |
| CR | 6 |
| Size | Large (15 ft standing) |
| Intelligence | Animal (INT 2) |
| XP | 450 |
AC/AV — Cave Bear #
RC AC 5 (descending) = AC 15 ascending. The cave bear is the most physically imposing of the four species — 15 feet standing, mass estimated at 2,500+ lbs. AC 15 reflects both the difficulty of finding a vital area on a creature this large and the dense prehistoric hide. AV 3 (melee) / AV 2 (missile) — the thickest natural protection of any bear species, equivalent to scale armor. Missile weapons are significantly less effective against a cave bear than against its modern relatives.
FD 18: The cave bear is essentially unshakable. Formula: 10 + STR mod (+6, implied by 2d4 claw damage) + Size (+2) + Armor FD (+2, scale equivalent) = 20 — reduced to 18 to represent that despite the mass, a creature this large can be toppled with sufficient force (barely). In practice FD 18 means Medium characters with standard FR have essentially no chance of shoving a cave bear. Only creatures with FR +8 or higher (other cave bears, giants, powerful monsters) have a practical shove chance.
Cave Bear Skill Slots #
(5 total — 7 HD; Very Rare prehistoric animal)
| Slot | Skill / Ability | Notes |
|---|---|---|
| 1 | HR Investment (Basic) | HR +5 |
| 2 | FR Investment (Skilled) | FR +6; the cave bear’s prehistoric strength applied to Wrestling is exceptional — few creatures in the RC can break a cave bear’s grip |
| 3 | Tracking — Scent (Expert) | The RC states cave bears “hunt very well by scent” and “will follow a track of blood until they have eaten.” Expert Tracking (scent-based) means: can follow a blood trail that is up to 48 hours old; cannot be thrown off a blood trail by normal means (running water slows it but does not stop it); detects blood at 300 ft in open terrain, 100 ft in wind. A bleeding party member (any wound not treated within 1 turn) creates a blood trail that the cave bear can follow indefinitely |
| 4 | Alertness (Expert) | The cave bear’s eyes are poor (per RC) but it cannot be surprised in its cave territory — scent and hearing compensate completely for visual weakness. At Expert rank it detects creatures within 200 ft by scent regardless of visibility, and detects blood scent at 300 ft |
| 5 | Endurance (Expert) | The cave bear can pursue prey across an entire mountain range without stopping. Expert Endurance means: no forced march penalties, can sustain the blood-trail pursuit indefinitely until the prey is caught or escapes the cave bear’s territorial range (approximately 20 miles from its cave lair) |
Cave Bear Behavior #
The blood trail mechanic is the defining encounter feature. The RC’s statement that it “will follow a track of blood until they have eaten” is not flavor — it is a campaign-level threat. A party that fights the cave bear, wounds it, and retreats has a problem: any wounded party member is leaving a blood trail that the cave bear’s Expert Tracking (scent) will follow.
Blood trail trigger: Any character with current HP damage who has not had their wounds bandaged (Healing skill check, difficulty –0, requires 1 turn) is leaving a blood scent trail. The cave bear detects this at 300 ft and begins following. It does not hurry — it moves at standard 120 ft encounter speed, but it does not stop and does not become confused by winding paths or distance.
Stopping the pursuit:
- Treat all wounds (Healing skill, 1 turn per character — the party must stop and bandage before the cave bear closes the gap)
- Cross a fast-running river (water disrupts scent — buys 2d6 turns before the cave bear finds the trail resumption on the far bank)
- Enter a settlement with fire (cave bears avoid fire instinctively — Morale check at –2 when approaching firelight in an enclosed space)
- Kill the cave bear (the correct solution, if the party has the resources)
- Leave the cave bear’s territorial range (20 miles — a full day of desperate travel, possibly achievable)
Poor eyesight: The RC’s note that cave bears “do not see well at all” has the following mechanical effect:
- Visual range is halved (30 ft instead of 60 ft for recognizing specific targets)
- Sight-based illusions and invisibility are fully effective against the cave bear — it cannot see the invisible party member, only smell them
- In total darkness the cave bear has no disadvantage — it hunts entirely by scent and sound
- A Darkness spell does not help against a cave bear unless the party also masks their scent (DM adjudication — oil, strong herbs, running water)
Treasure Type V: Cave bears have the best treasure of the four species — Type V includes gems, jewelry, and potentially magic items. The source: cave bears have occupied the same cave systems for prehistoric lengths of time. Explorers, adventurers, and ancient inhabitants have left material in those caves for millennia. The cave bear’s lair has accumulated this wealth through geological time. Additionally, the cave bear’s hoarding behavior (it caches large prey in its lair) means anything valuable that was on the prey is in the lair.
Cave Bear Martial Style #
Style: Hard (Basic rank) with persistent hug tendency Rank: Basic (combat), but Skilled FR investment gives it Control-equivalent grapple capability
The cave bear is the most dangerous melee opponent of the four species — its 2d4/2d4/2d6 attack spread with 2d8 hug on double-claw-hit represents enormous damage output. Against a standard party:
- Average damage if both claws and bite hit: 5 + 5 + 7 = 17 base, plus 9 hug if both claws hit = 26 average in a hug round
- After AV 3 reduction: the party takes about 23 effective HP per round on average against an armored character
- Against an unarmored character (AV 0): full 26 HP average — almost certain kill in one round for most 1st–4th level characters
CR 6 justification:
- 7 HD = CR 7 base
- Reduced to CR 6 for: Animal intelligence (cannot adapt tactics), Morale 9 (will eventually check), no special abilities beyond the blood-trail tracking
- Against a party without Healing skill investment to manage blood trails: treat as CR 7 — the pursuit mechanic dramatically extends the threat duration
Shared Ecology Notes #
Species range and overlap: The four species rarely compete directly — they occupy different biomes. Black bears are the generalist woodland species. Grizzlies take the mountain and temperate forest zones. Polar bears hold the arctic. Cave bears exist in prehistoric remnant territories where human civilization has not penetrated (deep mountain ranges, isolated cave systems, the equivalent of Mystara’s “lost world” zones).
Bear encounters and camping: All four species should be considered potential camp-visit threats in their respective terrains. The DM should roll 1d6 per night camped in bear territory:
- Black Bear territory: 1–2 on d6 = camp investigated (not necessarily attacked)
- Grizzly territory: 1–3 on d6 = bear present (likely attacks if food is improperly stored)
- Polar territory: 1–3 on d6 = investigation (polar bears actively hunt humans)
- Cave Bear territory: DM discretion — “prehistoric environments” mean the party has wandered very far from safety
Proper food storage (wilderness skill): A character with Survival or Nature Lore (INT-based) who takes 1 turn to hang food packs at 10+ ft height before sleeping eliminates all food-scent attraction. This is basic wilderness knowledge — it should be rewarded mechanically by removing the camp-raid trigger for black bears and reducing it by 2 for grizzlies.
Cubs: Any bear encountered in spring may have cubs present (1–3 accompanying). Cubs have:
- 1 HD, AV 0, HR +1, no hug
- Presence of cubs automatically upgrades the female’s Morale to maximum (10 for black, 12 for grizzly and above — treat as never checking Morale while cubs are threatened)
- Cubs flee immediately on combat; the female intercepts any party member pursuing cubs
Encounter Notes #
The “do not run” rule: All four species respond to fleeing prey with pursuit. A party member who runs from a bear that is not yet committed to combat triggers an immediate attack decision (bear must make Morale check to not pursue). A party that holds ground, makes noise, and appears large has a significantly better chance of deterring attack than a party that scatters.
Fire: All four species check Morale when exposed to open fire (not torchlight — actual flames, a campfire, a burning torch swung at them). The check is standard Morale for the species. Cave bears check at –2 for fire in enclosed spaces (their cave territory — the flames disorient them more in the confined echoing space). Polar bears check at –1 for fire in the open (less instinctive fear — fire is rare in their environment, reducing the instinctive aversion).
The post-combat scene: A defeated bear means a large carcass. Bear fur is valuable — a full black bear pelt is worth 15–25 gp to the right buyer, a grizzly 30–50 gp, a polar bear 75–150 gp, and a cave bear pelt (if intact) is worth 200–500 gp as a genuine rarity. A bear killed in a cave has its Type U or V treasure accessible somewhere in the lair.
