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Open suppurating wounds cover the bear’s body and greenish-white fungal growths sprout from beneath its fur.

Jubear CR 7

XP 3,200
N Large aberration
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +8


AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
hp 94 (9d8+54); regeneration 2 (fire)
Fort +12, Ref +7, Will +3
Immune acid


Speed 40 ft.
Melee 2 claws +13 (1d6+8 plus grab), bite +13 (1d8+8)
Space 10 ft.; Reach 5 ft.
Special Attacks digestive ooze, swallow whole (3d6 acid damage, AC 15, 9 hp)


Str 27, Dex 13, Con 22, Int 2, Wis 10, Cha 3
Base Atk +6; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
Feats Alertness, Endurance, Improved Initiative, Power Attack, Run
Skills Perception +8, Sense Motive +2, Stealth +3, Survival +6
Languages none


Animalistic (Ex)

Jubears have the resistance of animals. They have good Fortitude and Reflex saves while having poor Will saves.

Digestive Ooze (Ex)

An opponent pinned by the jubear takes 1d6 points of acid damage.

Swallow Whole (Ex)

A creature pinned for three consecutive rounds is swallowed whole. A swallowed opponent takes 3d6 points of acid damage each round. A swallowed creature can escape by doing 9 points of damage to the inside of the bear with a light slashing or piercing weapon (AC 15). A creature that escapes the pin while swallowed whole emerges from the bear’s stomach, not its throat, where it may be grabbed and pinned again.


Characters with ranks in Knowledge (nature) or Knowledge (dungeoneering) can learn more about a Jubear. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

Knowledge (nature) or (dungeoneering)

DC Result
17 Jubears are animals in a symbiotic relationship with a form of green slime.
22 Because almost half of a jubear's body is composed of slime, it can regenerate damage and lost body parts.
27 The body of a jubear is composed of highly caustic acid, granting it immunity to the substance.
32 Jubears are instinctively afraid of fire and flee from any source of flame that might harm it. (A torch or anything hotter.)