#no not that one

LIVE

magspag:

drtanner:

So apparently Morbius is returning to like 1000 theatres today in a blatant attempt to cash in on the memes we’ve all been making.

Listen to me. Look me in the eye while I am saying this to you. Listen.

It is of the utmost importance that absolutely no one goes to see this movie now. That is the best and indeed the only way we can end this horrible, brilliant joke. We’re so close, you guys. SO close.

it’s going to bomb twice and that is so beautiful

The only “Morbius” I can think of, right now, is the Doctor Who serial “The Brain of Morbius.” but that’s not what you are talking about, is it?

Image © Rooster Teeth Studios

[Commissioned by @glarnboudin​. See my previous beowolffor my take on how the grimm fit into Pathfinder’s cosmology and for details on the subtype. Even more than the beowolf is a killer wolf, the ursa is just a killer bear in the source material. To spice it up mechanically, I borrowed the abilities the video game gives it.]

Grimm, Ursa
CR 5 NE Outsider

This creature resembles a monstrous bear, standing bipedally. Its head is covered in a skull-like mask with a pair of horns projecting from the rear. Rocky projections grow from its shoulders and spine.

Ursai are strong and powerful grimm, used as living walls by their masters. In armies of grimm, beowolves often flush enemies towards a waiting ursa, which then tears the prey apart with teeth and claws. Unlike mundane bears, they are more comfortable on their hind legs alone, giving them an almost human gait. They can slam the ground in front of them with their paws, creating a spike of stone to burst from the ground in a mirror of the protrusions that form on their bodies.

The largest and strongest ursai are called ursa major. They stand a head taller than mundane ursai, and their bony protrusions grow as long and as sharp as spears. An ursa major is a CR 9 creature with 10 HD, all ability scores 2 higher than those of a mundane ursa, the rend special attack (2 claws, 1d6+9), and the barbed defense ability (spines dealing 1d8+6 points of piercing damage to creatures that strike them with a melee weapon, unarmed strike, touch attack or natural weapon).

Ursa        CR 5
XP 1,600

NE Large outsider (extraplanar, evil, grimm)
Init
+2;Sensesdarkvision 60 ft., Perception +7, scent
Defense
AC
18, touch 11, flat-footed 16 (-1 size, +2 Dex, +7 natural)
hp
52 (5d10+25)
Fort
+9,Ref+6,Will+3
Immune
emotion effects; Resistacid 10, cold 10
Defensive Abilities
negative energy affinity
Melee
Speed
40 ft.
Melee
2 claws +9 (1d6+5 plus grab), bite +9 (1d8+5)
Space
10 ft.; Reach10 ft.
Special Attacks
ground pound, painful intimidation
Statistics
Str
21,Dex15,Con21,Int4,Wis10,Cha14
Base Atk
+5;CMB+10 (+14 grapple); CMD22
Feats
Combat Reflexes, Iron Will,Intimidating Prowess (B), Power Attack
Skills
Climb +12, Intimidate +13, Perception +7, Swim +12
Languages
Infernal (cannot speak)
SQ
animalistic
Ecology
Environment
any land or underground (Plane of Shadow)
Organization
solitary or pair
Treasure
incidental
Special Abilities
Animalistic (Ex)
An ursa is not proficient with any manufactured weapons.
Ground Pound (Su)
As a standard action, an ursa can slam the ground, causing sharp rocks to grow from a single five foot square within 60 feet. A creature in that square takes 3d6 points of piercing damage and is knocked prone. A successful DC 17 Reflex save halves the damage and negates the prone condition. An ursa can use this ability once every 1d4 rounds. This ability can only affect a creature standing on the ground. The save DC is Strength based.
Painful Intimidation (Su)
A creature that is successfully intimidated by an ursa must succeed a DC 14 Will save or be sickened for 1d4+1 rounds. This is a pain effect, and the save DC is Charisma based.

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