Part 4 · Monsters & Creatures
Rockbear
“Man, today was so much fun! When we stopped for lunch (skallashi cheese – EW!), Kadira saw a little stone bear sleeping in the shade. Of course she went and poked its tail, and of course the little guy didn’t like that one bit. I hope he likes the cheese we left there!” – Zaifa’s diary
Lazy, gigantic, and peaceful creatures. They usually live on the salt pinnacles of Shurima, where they end up keeping an easily accessible salt reserve and a good den to rest in.
Their crystalline shell is certainly shaped by their eating habits, though I haven’t found any record of anyone who has witnessed them licking these pinnacles.
Lair
Rockbears always set up their dens in salt mines, using halite rocks as both shelter and food.
Regional Effects
When a Rockbear establishes its den, its presence affects the region within a 1-mile radius of the den with the following effect:
- The salt rocks in the area have their purity increased, doubling the value of salt derived from those rocks.
The regional effects fade gradually over 1d10 days after the Rockbear inhabiting the Den is killed, destroyed, or driven out.
Lair Actions
A Rockbear’s Den can perform certain lair actions in combat. The Den doesn’t follow the Initiative rules for creatures; instead of rolling Initiative at the start of combat, the Den’s Initiative is always 20, losing any Initiative tiebreaker.
During combat, the Den can perform the following lair actions:
- SaltSlide. The Rockbear manipulates the salt in the area to move in a straight line up to 30 feet, and can use its reaction at the end of the movement to make a Claw attack. This attack deals 1 additional damage die for every 10 feet traveled.
- Saline Carapace (recharge 4-6). The Den’s elemental energy concentrates in the Rockbear’s body, granting it +3 DR against simple damage and +3 to its Claws damage. This bonus lasts for 3 rounds.
- Halite Pillar. Saline energy concentrates at a point within the lair, raising a cylindrical salt crystal pillar with a 10-foot radius and 30 feet tall. Creatures in the area are pushed by the pillar and must make a DC 12 Dexterity saving throw; on a failure, the creature takes 3 (1d6) Bludgeoning damage and becomes Prone. On a success, the creature takes no damage and doesn’t become Prone. The pillar remains in place, and creatures that succeed on the saving throw choose whether to stay on the ground around the pillar or be raised along with it (creatures that fail the saving throw end up on top of the pillar). The pillar has 30 hit points, AC 12, and resistance to simple physical damage.
Rewards
A Rockbear’s Den is always surrounded by pure salt crystals, worth at least double the normal market value.
Additionally, the Rockbear’s body also carries the same crystals, and its claws can be used to craft weapons.
Item Crafting
The materials obtained from a Rockbear’s body can be used to create items:
- The Rockbear’s Claws can be used by a creature with the Cutler Craft to create weapons that deal Slashing or Piercing damage. Weapons crafted from this material deal 1 additional damage.
Rockbear Statblock

Rockbear
Beast - Elemental, Huge
- Senses
- Tremorsense 30 feet. Passive Perception 11.
- Speed
- 50 feet of walking and 50 feet of burrowing
- Skills
- Stealth +2, Survival +4
- Languages
- Sylvan
Defenses
Saving Throws: Constitution +7
Damage resistance. Simple physical damage.
Damage vulnerability. Thunder damage.
Condition immunity. Bleeding.
Characteristics
Sure-Footed. The Rockbear has advantage on saving throws to resist the Prone condition.
Nimble Claws. When making a Claws attack, the Rockbear can make a second Claws attack using its bonus action.
Desert Native. The Rockbear has advantage on checks to resist the effects of desert heat and ignores difficult terrain caused by fine sand.
Smelling Salts. Thanks to the salts in its body, the Rockbear can use a reaction (even if it can't move) to end a condition affecting itself among Stunned, Slowed, or Paralyzed.
Attacks
Multiattack. The Rockbear can use an attack action to make 2 Claws attacks or 1 Tail or Bite attack.
Tail. Melee Natural Weapon Attack, +8 to hit, 10 ft. reach, one target. On a hit, deals 23 (4d8+5) Bludgeoning damage.
Claws. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 13 (3d8) Slashing damage.
Bite. Melee Natural Weapon Attack, +8 to hit, 5 ft. reach, one target. On a hit, deals 21 (3d10+5) Piercing damage.
Epic Actions
The Rockbear has 3 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Rockbear's turn, the number of charges returns to 3
The Rockbear can take an action and restore its reaction (if spent)
The Rockbear can spend all or the rest of its movement
The Rockbear can use 2 epic actions to make an additional attack with its reaction
The Rockbear can repeat a saving throw against an effect affecting it
Cost. When the Rockbear repeats its saving throw this way, it loses 5 hit points.
Epic Resistance
Resilience Points: 62 When the Rockbear would fail a saving throw against any effect, it can spend 5 Resilience points to succeed instead. Additionally, the Rockbear can use the effect below:
Determination: When a target makes a saving throw to resist an effect, the Rockbear can spend 2 Resilience points to grant it advantage on the roll.
Equipment and Loot
A creature with the Collector: Biologist Craft can Dissect the following part of the Rockbear:
Claws: It's possible to collect 7 (2d6) claws from the Rockbear. Rockbear claws can be used as raw material to craft Slashing or Piercing weapons for Large or smaller creatures. Additionally, a creature with the Collector: Miner Craft can collect the following material from the Rockbear:
Salt Crystals: Every Rockbear has ultra-pure salt crystals on its back. The Rockbear carries an amount of salt crystals equal to half its total weight.
Runes
Runic Pulse: Jade Pulse (1d6 Bludgeoning, Fire, and Acid damage)
Runes: Territorial Surge, 1 use.
