Bearcat
Large Beast
Hit Dice: 5d10+15 (42 hp’s)
Initiative: +2 (Dex)
Speed: 50ft
Armor Class: 11 (+2 Dex, -1 size)
Attacks: Bite +7, Claws +2
Damage: Bite 1d8+5, Claws (2) 1d6+5
Face/Reach: 5ft x 10ft/ 5ft
Special Attacks: Lockjaw
Special Qualities: Mutations, Low-light Vision and Dark Vision (60ft)
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 20, Dex 15, Con 16, Int 8, Wis 15, Chr 3
Skills: Climb +9, Hide +6, Jump +9, Listen +6, Spot +6
Feats: None
Climate/Terrain: Forested hills and mountains
Organization: Usually solitary, but near dens there could be a mated pair and up to 4 young
Challenge Rating: 4
Treasure: None
Alignment: Always Neutral
Advancement Range: 5-8 HD (Large)

See the Alternity Gamma World campaign setting for more information.

Combat:
Bearcats are cunning a vicious.  They don’t easily fall for traps since they are almost as intelligent as a human.  They will eat anything they can tear open whether is be flesh, bone, wood, or metal.  They sometimes stalk their prey for days before finally attacking.

Lockjaw: When a bearcat hits with its bite attack, it locks its jaws onto the victim and then proceeds to rake its claws until the victim is dead.  Victims of this attack lose their Dexterity bonus to AC.  The bearcat automatically does 8 points of damage each round until it releases or the victim is dead.  Also, they get two claw attacks with a +2 bonus to the roll on the victim only.  Unlike the aurumvorax, which will not let go even when getting killed, a bearcat will let loose if it gets hurt too badly. However, anyone beyong the victim of the lockjaw attack attacking the bearcat has a chance of hitting the victim instead.  When a miss is rolled, roll an attack again with a –2 penalty against the victim’s AC, if that attack succeeds the victim is hit instead.

Mutations: All bearcats have the following mutations: Enhanced Metabolism, Toxin Tolerance

Society:
See the Alternity Gamma World campaign setting for more information.