Beear
Large • Beast • Unaligned
Armor Class 13
Hit Points 60 (8d10 + 16)
Speed 30 ft., climb 20 ft., fly 10 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 12 (+1) | 14 (+2) | 2 (-4) | 13 (+1) | 7 (-2) |
Skills Perception +3
Damage Resistances acid, poison
Senses darkvision 60 ft., passive Perception 13
Languages –
CR 4 (XP 1,100; PB +2)

Calming Pollen. Wisdom Saving Throw: DC 12, any creature that starts its turn in a 10-foot emanation originating from the beear. Failure: The creature becomes indifferent about the beear and can’t target the beear with attacks or harmful effects and spells. This indifference lasts until the start of the target’s next turn or ends early if the target takes damage or witnesses its allies taking damage.
ACTIONS
Multiattack. The beear makes two Claw attacks. It can use its Honey Spray before or after these attacks if available.
Claw. Melee Weapon Attack: +4, reach 5 ft. Hit: 7 (1d10 + 2) bludgeoning damage plus 7 (2d6) poison damage.
Honey Spray (Recharge 6). Strength Saving Throw: DC 12, each creature in a 15-foot cone. Failure: The target becomes restrained until it or a creature within 5 feet of it takes an action to remove the substance.
BONUS ACTIONS
Slick Fur. The beear ends any non-magical grappled or restrained condition on it.
Beear
Large • Beast • Unaligned
Armor Class 12
Hit Points 32 (5d10 + 5)
Speed 30 ft., climb 20 ft., fly 10 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 10 (+0) | 12 (+1) | 2 (-4) | 11 (+0) | 7 (-2) |
Skills Perception +3
Damage Resistances acid, poison
Senses darkvision 60 ft., passive Perception 13
Languages –
CR 1 (XP 200; PB +2)

Calming Pollen. Wisdom Saving Throw: DC 11, any creature that starts its turn in a 10-foot emanation originating from the beear. Failure: The creature becomes indifferent about the beear and can’t target the beear with attacks or harmful effects and spells. This indifference lasts until the start of the target’s next turn or ends early if the target takes damage or witnesses its allies taking damage.
ACTIONS
Multiattack. The beear makes two Claw attacks. It can use its Honey Spray before or after these attacks if available.
Claw. Melee Weapon Attack: +3, reach 5 ft. Hit: 4 (1d6 + 1) bludgeoning damage plus 2 (1d4) poison damage.
Honey Spray (Recharges after a Rest). Strength Saving Throw: DC 11, each creature in a 15-foot cone. Failure: The target becomes restrained until it or a creature within 5 feet of it takes an action to remove the substance.
BONUS ACTIONS
Slick Fur. The beear ends any non-magical grappled or restrained condition on it.
Beear
Large • Beast • Unaligned
Armor Class 14
Hit Points 110 (13d10 + 39)
Speed 30 ft., climb 20 ft., fly 10 ft.
Initiative +2 (12)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 16 (+3) | 2 (-4) | 15 (+2) | 7 (-2) |
Skills Perception +3
Damage Resistances acid, poison
Senses darkvision 60 ft., passive Perception 13
Languages –
CR 7 (XP 2,900; PB +3)

Calming Pollen. Wisdom Saving Throw: DC 14, any creature that starts its turn in a 10-foot emanation originating from the beear. Failure: The creature becomes indifferent about the beear and can’t target the beear with attacks or harmful effects and spells. This indifference lasts until the start of the target’s next turn or ends early if the target takes damage or witnesses its allies taking damage.
ACTIONS
Multiattack. The beear makes two Claw attacks. It can use its Honey Spray before or after these attacks if available.
Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 14 (2d10 + 3) bludgeoning damage plus 10 (3d6) poison damage.
Honey Spray (Recharge 5-6). Strength Saving Throw: DC 14, each creature in a 30-foot cone. Failure: The target becomes restrained until it or a creature within 5 feet of it takes an action to remove the substance.
BONUS ACTIONS
Slick Fur. The beear ends any non-magical grappled or restrained condition on it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
