columns: 2
forcecolumns: true
layout: Basic Pathfinder 2e Layout
source: "Pathfinder Bestiary 3"
name: "Feathered Bear"
level: "Creature 10"
 
alignment: ""
size: "Large"
trait_01: [[beast]]
trait_02: [[incorporeal]]
trait_03: [[spirit]]
modifier: 18
perception:
  - name: "Perception"
    desc: "+18; Darkvision, Scent (Imprecise) 60 Feet"
languages: "Common, Fey; tongues"
skills:
  - name: "Skills"
    desc: "Athletics: +23, Intimidation: +20, Survival: +16"
abilityMods: [7, 2, 5, 0, 2, 3]
speed: 35 feet
sourcebook: "_Pathfinder Bestiary 3_"
ac: 29
armorclass:
  - name: AC
    desc: "29; __Fort__ +21, __Ref__ +16, __Will__ +18"
hp: 160
health:
  - name: ""
  - name: HP
    desc: "160; __Immunities__  disease,  paralyzed,  poison,  precision; __Resistances__ all damage 10 (except force, ghost touch, or vitality)"
abilities_top:
  - name: ""
 
  - name: "Bond with Mortal"
    desc: "`pf2:2` (mental,primal) **Frequency** once per day\n* * *\n\n**Effect** The spirit guide forms a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 20, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane.\n\nThe spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.\n\nThis bond strengthens the spirit guide's connection to the Material Plane. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunities and resistances, and changes their Strikes to deal the appropriate physical damage (typically piercing or slashing) instead of force damage."
 
  - name: "[[Bestiary Ability Glossary/Constant Spells|Constant Spells]]"
    desc: "  A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires."
 
abilities_mid:
  - name: ""
  - name: "Avenging Claws"
    desc: "`pf2:r`  **Trigger** A creature within 10 feet damages the feathered bear's ally with a melee attack\n* * *\n\n**Effect** The feathered bear immediately Steps toward the triggering attacker and makes a claws Strike."
 
  - name: "Guardian's Aegis"
    desc: " (aura,primal) 30 feet. All allies within 30 feet of the feathered bear gain a +1 status bonus to saves against magical effects. The bonus increases to +2 if the effect originated from a demon or other chaotic evil fiend.\n\n[[Bestiary Effects/Effect_ Guardian's Aegis|Effect: Guardian's Aegis]]"
 
attacks:
  - name: ""
 
  - name: "**Melee** `pf2:1` Jaws"
    desc: "+21 (magical)\n__Damage__  3d10 + 9 force"
 
  - name: "**Melee** `pf2:1` Claw"
    desc: "+21 (agile, magical)\n__Damage__  3d6 + 9 force plus grab"
 
  - name: "Primal Innate Spells"
    desc: "DC 27, attack +19; __3rd __  _[[Spells/Oaken Resilience|Barkskin]]_, _[[Spells/Environmental Endurance|Endure Elements]]_, _[[Spells/Haste|Haste]]_, _[[Spells/Jump|Jump]]_, _[[Spells/Tailwind|Longstrider]]_\n__Constant__  __(5th)__ _[[Spells/Truespeech|Tongues]]_"
 
  - name: "Bonded Strike"
    desc: "`pf2:2`  **Requirements** The spirit guide is currently Bonded with a Mortal\n* * *\n\n**Effect** The spirit guide makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target."
 
  - name: "Feathered Charge"
    desc: "`pf2:2`  The feathered bear Strides and makes a Strike at the end of that movement.\n\nDuring the Stride, the feathered bear ignores difficult terrain and greater difficult terrain, and they can move across air as easily as solid ground. If the feathered bear doesn't end their movement on solid ground, they fall as soon as the Strike is completed."
 
  - name: "Mauler"
    desc: "  The feathered bear gains a +4 circumstance bonus to damage rolls against creatures they have [[Conditions/Grabbed|Grabbed]]."
 
  - name: "[[Bestiary Ability Glossary/Grab|Grab]]"
    desc: "`pf2:1`  **Requirements** The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature [[Conditions/Grabbed|Grabbed]] or [[Conditions/Restrained|Restrained]]\n* * *\n\n**Effect** If used after a Strike, the monster attempts to [[/act grapple]] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.\n\nThe monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn."
 
name: Feathered Bear
creatures:
  - 1: Feathered Bear

Born from spirits possessing the qualities of strength, endurance, and ferocity, these spirit guides act as martial guardians for mortals under their care. Most have a burning hatred for demons, devils, and other fiends who prey on mortal weaknesses. However, they also display care and consideration around mortal children, who in turn seem to instinctively recognize the beings as protectors. Strength takes many forms, some evident in their power-like the feathered bear-and some unassuming.


Spirit guides are a distinctive form of spiritual entity with a tenuous attachment to the Material Plane. Some legends say that the first spirit guides were the perfect conceptual forms of animals, and that from them, eagles, foxes, bears, and other mortal animals were born. Each guide displayed an interest in mortal affairs, watching over communities and imparting their gifts. Fox shared his cunning with the mortals he befriended, while Bear taught them how to survive and endure.

Over the passing of countless mortal generations, new spirit guides were born, many of them possessing traits from two or more of the original spirit guides. In the ancient human nation of Sarkoris, the people abandoned the worship of traditional gods in favor of venerating the spirit guides who watched over them. While the people of some neighboring nations saw this as heresy, to the old Sarkorians, this worship was perfectly natural. The same beings who had taught their forebears lessons that allowed them to survive and thrive still walked among them.

Spirit guides can form bonds with mortal partners. While many spirit guides create a permanent bond with a mortal, such as the relationship between the spirit guides of Sarkoris and the mortal spiritual leaders known as god callers, some instead form temporary bonds, either to test the prospective mortal before committing or because a permanent bond is undesirable. It’s not uncommon for a single spirit guide to form bonds with recurring generations of a family or community, protecting and guiding mortals they’ve grown fond of or who do them a great service.