Medium Beast, Unaligned
- AC
- 11
- Initiative
- +1 (11)
- HP
- 19 (3d8+6)
- Speed
- 30 ft., Climb 30 ft., Swim 30 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 14 | +2 | +2 |
| INT | 2 | -4 | -4 |
| WIS | 12 | +1 | +1 |
| CHA | 7 | -2 | -2 |
How to run Black Bear
A black bear at the party's side is a druid's wild shape, a ranger's animal companion in spirit, or a creature the party rescued from a trap and earned the loyalty of for one tense night. The framing is real, but the stat block is thin: AC 11, 19 HP, no listed attack, Intelligence 2. The bear is brave, slow to leave, and will absolutely die in a real fight if the party uses it like a bodyguard.
Use it for flavor and for one signature moment. The bear lumbers ahead through deep snow and breaks trail. It hears the bandits coming through the trees a full round before the ranger's Perception roll, since Passive 15 plus Darkvision 60 ft. covers most night ambushes. It climbs a fruit tree the party can't reach and shakes down rations. In a fight, an improvised claw swipe at +4 for 4 or 5 damage gives one round of distraction before the bear takes a sword to the ribs and goes down.
Make the cost of using the bear in combat real. The party that throws their bear ally at a hobgoblin patrol watches it bleed out in the snow. A druid's wild shape ends and they revert with whatever HP they had banked, which is its own lesson. A rescued wild bear should be released after one adventure, not adopted into the marching order.
The closing moment matters. The bear walks back into the trees one morning and doesn't return. Have a player roll Animal Handling. On a success, they understand: the bear's debt is paid.
A black bear is a wilderness encounter that almost never wants to fight. With 19 HP, AC 11, and no listed attack in the SRD stat block, this is a mood piece, not a tactical puzzle. Use it for the moment a party crashes through underbrush at dusk and runs into a sow defending cubs, or a hungry yearling pawing at the cookfire. Set the scene before you set initiative.
If the bear does engage, it lumbers in at 30 ft. on the ground, can climb a tree at 30 ft. to chase a treetop ranger, and can swim 30 ft. across a stream the party thought was a barrier. Passive Perception 15 means the bear notices a sneaking PC at decent range, but Wisdom 12 and no real cunning mean it commits to one target and stays there. The PC who startled it is the PC it goes for. Improvise an unarmed strike or claw swipe at +4 for around 4 to 5 damage if your table needs a number, since the SRD entry is sparse.
The fight should never reach round three. Once the bear takes meaningful damage (call it Bloodied, around 9 HP), it breaks off and lopes back into the brush. A loud Intimidation check, a torch waved at its face, or a thrown ration is a perfectly valid resolution. Players who insist on killing it should feel slightly bad about it.
The bear is also the perfect encounter for a druid PC to test Speak with Animals or Animal Friendship. Have it pause at the smell of honey, the sound of a calm voice, the sight of a held-out hand. Reward the player who treats this like an animal and not a monster.
Describe the bear's breath in cold air, the smell of wet fur, the way it stops chewing when it sees the party. The bear is more useful as atmosphere than as a kill.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.