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Animal · Primeval Bear

Agriotherium the Primeval Bonecrusher

A great bear of an ancient lineage, Agriotherium follows the scent of food across open country, challenges lesser carnivores at carcasses and cracks heavy bones beneath immensely powerful jaws. It prefers intimidation and easy meals to needless injury, but an enemy caught between its forepaws can be torn apart with frightening speed.

  • Large animal
  • Neutral
  • Predator-scavenger
  • Powerful grappler
  • Wide-ranging bear
Agriotherium, the Primeval Bonecrusher, walking through open grassland
Agriotherium, the Primeval Bonecrusher.
At the table

Quick Rules Reference

Agriotherium is one creature presented for three rules systems. “Primeval Bonecrusher” is its name and epithet, not a separate form, subspecies, template or legendary specimen.

Encounter role
Fast melee grappler
Preferred target
An isolated creature at the edge of the group
Signature sequence
Claw, seize, rend and bite
Temperament
Wary, food-driven and dangerous when pressed
Habitat
Grassland, scrub, open woodland and river valleys
Treasure
None carried; valuable hunting trophies
D&D 2024
Large Beast · CR 9
Pathfinder / 3.5e
Large Animal · CR 10 / CR 9
Creature profile

Agriotherium in the Wild

Appearance

Agriotherium is an immense bear with a broad chest, powerful shoulders, strong limbs and a short, deep muzzle. Its heavy skull supports jaws capable of inflicting devastating wounds and breaking substantial bones.

Hunters recognise the Primeval Bonecrusher by its broad head, rolling shoulders, long powerful stride and the extraordinary damage its jaws can inflict on heavy bone. Old animals often bear extensive scars around the muzzle and shoulders from contests over food and territory.

Behaviour

Most Agriotherium are solitary outside mating and the rearing of young. They range widely between feeding areas, water sources and seasonal concentrations of prey.

They generally prefer to settle disputes without suffering injury. Roaring, jaw-clacking, pawing, bluff charges and sheer physical presence are often enough to make smaller competitors surrender food.

Diet

Agriotherium is an opportunistic omnivore with a strong appetite for meat. It feeds on roots, fruit, insects, eggs and smaller animals, while its great size also allows it to take substantial prey and seize carcasses from lesser predators.

The Primeval Bonecrusher rarely wastes strength on a difficult kill when an easier meal is available. Wolves, great cats and other carnivores may abandon a carcass at its approach, leaving Agriotherium to tear apart the remains and crack the heaviest bones for marrow.

Habitat

Agriotherium ranges across grasslands, scrub country, open woodland and broad river valleys. It favours country where it can travel considerable distances between water, feeding grounds and seasonal sources of food.

Populations occur across suitable regions of Africa, Eurasia and North America. The animal is uncommon across much of its range, but it is not restricted to hidden valleys, isolated refuges or Lost World regions.

Edition-separated mechanics

Game Statistics

Each rules panel is calculated independently. Edition terminology, action economy and monster mathematics are kept separate. If JavaScript is unavailable or delayed, all three panels remain visible.

Agriotherium

Large Beast, Unaligned

AC 16

Initiative +2 (12)

HP 168 (16d10 + 80)

Speed 50 ft.

Agriotherium Dungeons and Dragons 2024 ability scores, modifiers and saving throws
Ability Score Mod Save Ability Score Mod Save
STR 23 +6 +10 DEX 14 +2 +2
CON 20 +5 +9 INT 2 −4 −4
WIS 15 +2 +6 CHA 8 −1 −1

Skills Perception +6, Survival +6

Senses Passive Perception 16

Languages None

CR 9 (XP 5,000; PB +4)

Traits

Keen Smell. Agriotherium has Advantage on Wisdom (Perception) checks that rely on smell.

Relentless (1/Day). If damage reduces Agriotherium to 0 Hit Points, it drops to 1 Hit Point instead.

Rending Claws. Once on each of its turns, when Agriotherium hits the same creature with both Claw attacks, that creature takes an extra 10 (3d6) Slashing damage.

Actions

Multiattack. Agriotherium makes two Claw attacks and one Bone-Crushing Bite attack.

Claw. Melee Attack Roll: +10, reach 5 ft. Hit: 13 (2d6 + 6) Slashing damage. If the target is a Large or smaller creature, the target has the Grappled condition (escape DC 18). Agriotherium can grapple only one creature in this way at a time.

Bone-Crushing Bite. Melee Attack Roll: +10, reach 5 ft. Hit: 17 (2d10 + 6) Piercing damage, plus 7 (2d6) Bludgeoning damage if the target is Grappled by Agriotherium.

Tactics

Agriotherium closes rapidly and tries to seize an exposed creature with its first Claw. It then concentrates its remaining attacks on the captive, combining Rending Claws with its more dangerous Bone-Crushing Bite.

Unless cornered or defending young, it attempts to retreat once badly wounded if its opponents remain organised and dangerous.

Agriotherium

CR 10 · XP 9,600 · N Large animal

Init +6; Senses low-light vision, scent; Perception +20

Defense

AC 22, touch 11, flat-footed 20 (−1 size, +2 Dex, +11 natural)

hp 157 (15d8 + 90)

Fort +14, Ref +11, Will +9

Defensive Abilities ferocity

Offense

Speed 50 ft.

Melee 2 claws +20 (1d10 + 10 plus grab), bite +18 (1d12 + 5)

Space 10 ft.; Reach 5 ft.

Special Attacks gnaw, grab, rend (2 claws, 2d10 + 15)

Statistics

Str 31, Dex 15, Con 21, Int 2, Wis 14, Cha 10

Base Atk +11; CMB +22 (+24 bull rush, +26 grapple); CMD 34 (36 vs. bull rush)

Feats Awesome Blow, Improved Bull Rush, Improved Initiative, Iron Will, Multiattack, Power Attack, Run, Toughness

Skills Perception +20

Ecology

Environment temperate or warm plains, scrublands and open woodland

Organization solitary, pair, or female with 1–2 young

Treasure none

Special Abilities

Ferocity (Ex). Agriotherium remains conscious and can continue fighting even if its hit point total is below 0. It remains staggered and continues losing hit points as normal.

Gnaw (Ex). Whenever Agriotherium succeeds at a combat maneuver check to maintain a grapple and chooses to deal damage, it deals its bite damage instead of the claw damage that established the hold.

Grab (Ex). When Agriotherium hits a Large or smaller creature with a claw, it can attempt to start a grapple as a free action without provoking an attack of opportunity. It gains a +4 bonus on combat maneuver checks made to start and maintain that grapple.

Rend (Ex). If Agriotherium hits one creature with both claw attacks in the same round, it deals an additional 2d10 + 15 points of damage. It can deal rend damage no more than once per round.

Before Combat

Agriotherium approaches from downwind where possible and tests a group before committing itself. It is much more willing to challenge smaller carnivores at a carcass than an alert armed formation.

During Combat

It charges an exposed opponent and uses grab to establish a grapple before concentrating its claws, rend and gnaw against that target. Awesome Blow is useful against an enemy blocking food, young or its escape route.

Morale

It attempts to retreat when severely wounded unless cornered or defending its young.

Agriotherium

Large Animal

Agriotherium Dungeons and Dragons 3.5 statistics
Hit Dice 15d8 + 75 (142 hp)
Initiative +2
Speed 50 ft. (10 squares)
Armor Class 18 (−1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple +11/+25
Attack Claw +20 melee (1d10 + 10)
Full Attack 2 claws +20 melee (1d10 + 10) and bite +18 melee (1d12 + 5)
Space/Reach 10 ft./5 ft.
Special Attacks Ferocity, gnaw, improved grab, rend 2d10 + 15
Special Qualities Dire, low-light vision, scent
Saves Fort +14, Ref +11, Will +10
Abilities Str 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Skills Listen +14, Spot +14
Feats Alertness, Awesome Blow, Improved Bull Rush, Multiattack, Power Attack, Run
Environment Warm plains
Organization Solitary, pair, or female with 1–2 young
Challenge Rating 9
Treasure None
Alignment Always neutral
Advancement 16–24 HD (Large); 25–30 HD (Huge)
Level Adjustment

Combat

Agriotherium uses its speed to reach an exposed opponent, strikes with both forepaws and then closes its jaws on anything caught between them. Its unusual tenacity makes it dangerous even after it has suffered severe wounds.

Dire (Ex). Agriotherium is treated as a dire animal for the purpose of determining its saving throws. Fortitude, Reflex and Will are good saves for its racial Hit Dice.

Ferocity (Ex). Agriotherium continues to fight without penalty while disabled or dying.

Gnaw (Ex). If Agriotherium hits the same opponent with both claw attacks, it can immediately make one bite attack against that opponent as a free action. During a grapple, a successful grapple check made to damage its opponent deals its bite damage.

Improved Grab (Ex). To use this ability, Agriotherium must hit a Medium or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex). If Agriotherium hits one opponent with both claw attacks, it tears into the target for an additional 2d10 + 15 points of damage.

Skills. Agriotherium has a +2 racial bonus on Listen and Spot checks.

Tactics

Agriotherium attempts to lock a dangerous opponent into a grapple and tear it apart with claws, rend and gnaw. It retreats from a costly fight unless defending young or unable to escape.

Agriotherium roaring while defending a feeding ground
A threatened Agriotherium uses intimidation before committing itself to a dangerous fight.
Encounter behaviour

Modus Operandi

Agriotherium often encounters travellers while following the scent of carrion, investigating pack animals or returning to a feeding site. When it believes itself dominant, it approaches openly rather than wasting energy on elaborate stalking.

If violence begins, the animal rushes the weakest edge of a formation and tries to pin a single opponent beneath its forepaws. Once it has a secure hold, its bite becomes far more dangerous.

An Agriotherium defending cubs is unusually difficult to deter. One interested only in food is much more likely to retreat when resistance becomes costly.

  • Very large bear-like tracks crossing open ground.
  • Heavy limb bones split or crushed after feeding.
  • Carcasses moved away from their original killing site.
  • Coarse hair caught on bark, thorns or rough stone.
  • Deep warning roars before the animal closes to attack.
Encounter logic

Motivation and Reactions

Situation Likely response What may end the encounter
Claiming a carcass Approaches openly, threatens competitors and attacks whichever creature refuses to yield. Abandoning the carcass, distracting it with another food source or seriously injuring it.
Defending young Charges quickly and attempts to drive intruders away from the cubs. Retreating well beyond the immediate denning area.
Investigating food Follows pack animals, butchered meat or wounded travellers without necessarily attacking immediately. Removing the food, surrendering it or proving that the group is too dangerous.
Cornered Fights violently against whichever enemy blocks the clearest route to safety. Opening an escape route and ceasing pursuit.
After the encounter

Feeding Sites, Trophies and Treasure

Agriotherium carries no deliberate treasure, but a successful hunt can yield valuable trophies, while its feeding grounds may contain weapons, jewellery and other possessions taken from previous victims.

Victims’ Property

A carcass may retain saddlebags, weapons, jewellery, letters or other belongings. Recovering them without fighting the feeding animal can become an encounter of its own.

Teeth and Claws

The great teeth and claws of an Agriotherium are prized trophies. Hunters may mount them, wear them as pendants or have them worked into ceremonial fittings, weapon ornaments and badges of status.

Skull and Hide

The skull of a mature Agriotherium is a prestigious hunting trophy. Nobles, monster hunters, frontier lords and wealthy collectors may display one above a gate, in a great hall or among the trophies of a famous hunt.

A well-preserved hide is equally impressive. Particularly large examples can command substantial prices from those who wish to advertise wealth, courage or hunting prowess.

Changing the Territory

Removing a dominant Agriotherium can allow wolves, great cats, other scavengers or another large bear to move into the feeding range it once controlled.

Adventure seeds

Encounter Hooks

The Missing Caravan

The Agriotherium feeding among a wrecked caravan did not kill the travellers. Bandits struck first, and evidence identifying them remains beneath the animal’s newly claimed meal.

Bone Orchard

A dry ravine is scattered with old shattered bones. The newest remains belong to a messenger whose sealed documents must be recovered before anyone else finds them.

The Lord’s Trophy

A powerful noble offers a rich reward for the skull and hide of an enormous old Agriotherium that has repeatedly raided hunting grounds and driven retainers from their kills. Several rival hunting parties are already pursuing it.

The Empty Hunting Ground

Wolves and great cats have abandoned an unusually productive valley. A scarred old Agriotherium has learned to associate travellers and pack animals with easy meals.

What people say

Rumours and Field Reports

Report Assessment
“The Bonecrusher hunts everything it sees and eats nothing but flesh.” False. Agriotherium eats a broad range of foods and usually avoids unnecessary risk.
“It will follow a wounded animal until something else kills it.” Plausible. It is patient enough to wait for an easier meal rather than commit to a difficult chase.
“Once it tastes blood, it cannot be frightened away.” False. Agriotherium is tenacious, not suicidal.
“You know one is near when you find the bones broken open.” Often true, although other large scavengers can leave similar evidence.
Natural history

Range and Natural History

A Widespread Great Bear

Agriotherium has inhabited Africa, Eurasia and North America for millions of years. Its present distribution is uneven, with populations strongest where broad territories, dependable water and varied sources of food remain available.

The animal is uncommon rather than mysterious. Shepherds, hunters, caravan masters and rural communities within its range recognise its tracks, feeding sites and warning calls and treat a large individual with the same caution given to any other powerful predator.

Particularly large animals may dominate a feeding range for years. Such individuals often acquire local names and reputations, especially after taking livestock, driving hunters from kills or surviving repeated attempts to destroy them.

Deep history

Palaeontological Record

Fossil remains demonstrate that Agriotherium has an exceptionally ancient history. Specimens have been found across Africa, Eurasia and North America and show that members of the genus were already widespread during the late Miocene and Pliocene.

The skull is short and robust, with jaws capable of generating great force. The cheek teeth and their wear indicate that plant material formed an important part of the diet, supporting the picture of a powerful omnivore rather than a specialised pursuit predator.

The old bones also demonstrate variation between species and populations. Agriotherium should therefore be understood as a successful, adaptable lineage rather than a single uniform giant animal unchanged across every region and age.

Selected Research

Agriotherium crossing dry open grassland
Agriotherium crossing open country.
Game-source history

Publication History

Agriotherium appeared under the name savannah bear in David Howery’s “Back to the Age of Mammals,” published in Dragon Magazine #167 in March 1991, beginning on page 15.

The article presented a collection of Cenozoic mammals for fantasy roleplaying, including Agriotherium, Amphicyon, Anancus and Andrewsarchus.

A later D&D 3.5e fan conversion was attributed to Shade of the EN World forums. The 3.5e statistics on this page retain the encounter identity of that conversion while applying corrected rules calculations.

The D&D 2024 and Pathfinder 1e statistics are independent SpiralWorlds adaptations of Agriotherium. All three rules panels describe the same creature.

Continue through the bestiary

Rules, Sources and Artwork

D&D 5.5e/2024: This page includes game material derived from System Reference Document 5.2.1 by Wizards of the Coast LLC, made available under the Creative Commons Attribution 4.0 International Licence. The Agriotherium statistics and encounter design are a SpiralWorlds adaptation.

Pathfinder 1e: The Pathfinder rules presentation is a SpiralWorlds conversion using Pathfinder First Edition Open Game Content and should remain covered by the site-wide Open Game License v1.0a notice and coordinated Section 15.

D&D 3.5e: The legacy conversion derives from the fan conversion attributed to Shade of the EN World forums. D&D 3.5e Open Game Content should remain covered by the site-wide Open Game License v1.0a notice.

Dragon Magazine: Dragon Magazine #167 and David Howery’s original AD&D article are identified for publication history only. The original magazine prose, artwork and stat-block text are not reproduced.

Artwork: The illustrations used on this page are existing SpiralWorlds media-library artwork and use distinct contextual alt text and captions.

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