Owlbear: Difference between revisions

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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 1
| Max-CR = 10


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Magical Beast
| Type | Magical Beast
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach = -1
| NudgeReach = -1
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,380: Line 1,438:




<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = Owlbears are mentally unhinged, and this means that their behavior out of combat is...erratic, at best. Indeed, even despite their horrible nature and bloodthirstiness, sages and cyphers who have studied owlbears in the wild have noted that the noble bearing of the fiends is made poignant by the obvious deficiencies they suffer from. Owlbears have been seen getting stuck in behaviors, acting out in weird ways, and often seem to express frustration at their own inability to cope with simple things, such as finding a den to use more than a single time.
| OutOfCombat = Owlbears are mentally unhinged, and this means that their behavior out of combat is...erratic, at best. Indeed, even despite their horrible nature and bloodthirstiness, sages and cyphers who have studied owlbears in the wild have noted that the noble bearing of the fiends is made poignant by the obvious deficiencies they suffer from. Owlbears have been seen getting stuck in behaviors, acting out in weird ways, and often seem to express frustration at their own inability to cope with simple things, such as finding a den to use more than a single time.


Aside from their sheer power and capabilities, Owlbears act in the wild as a predator, similar to wolf packs or bears. f course, due to their magical nature, they can survive on far less food than would be possible for a natural beast, and so, a given range can support a LOT more owlbears than seems possible, and such large flocks of these huge monsters can become a major problem quickly.  
Aside from their sheer power and capabilities, Owlbears act in the wild as a predator, similar to wolf packs or bears. Of course, due to their magical nature, they can survive on far less food than would be possible for a natural beast, and so, a given range can support a LOT more owlbears than seems possible, and such large flocks of these huge monsters can become a major problem quickly.  





Latest revision as of 20:24, 14 January 2023

Owlbear (CR 5)

Neutral - Large - Magical Beast
Lore: Know (Arcana)
10 25
Basic DC Full DC
Initiative
Initiative Icon 2.png
9
Perception:
18 +8
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
21
Man Def
Shield Icon 3.png
20
Monster Health
71 35 7
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +3
Will: +3
  • Maneuver Defense Notes: +4 vs. Grapples

Strong Against:

Weak Against:

Offense

Size: Large
10 ft. 5 ft.
Space Reach
To-Hit
+8
Sword Icon 3.png
Man Off
+8
Sword Icon 3.png
Action
0
Points
  • Maneuver Offense Notes: +4 to Grapple

Standard Attack (Melee):

  • 1x Beak Snap +8 (1d10+6/x2)
    as piercing (physical, common)

Full Attack (Melee):

  • 1x Beak Snap +8 (1d10+6/x2)
    as piercing (physical, common)
  • 2x Clawed Wings +8 (1d6+2/x2)
    as slashing (physical, common)
    plus Grab

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

21
STR
12
DEX
21
CON
2
INT
12
WIS
16
CHA

Skills:

Languages:

Feats:

Special Abilities

Feathery Rush (Su) Full Attack Action

As a full attack action, the owlbear may leap around the battlefield, beating its claw-wings furiously to hold itself somewhat above the ground for a second or two. As such, it can move over any creature of size medium or smaller as long as there is a ceiling no less than 15 feet in height. The owlbear may make a to-hit roll against each creature it moves directly over with this movement (+8 to-hit versus target's AC), and if it hits, it deals 1d8+4 points of buffeting (physical, uncommon) damage and the struck creature must make a Fortitude save versus a DC of 17 or it is Jostled until the start of the Owlbear's next turn.

The movement of the feathery rush does not provoke attacks of opportunity.

Grab (Ex) Free Action after successful attack

When an owlbear makes a full attack, and hits with a claw-wing strike, it deals normal damage and can make a Maneuver Offense check (1d20 + 11) vs. the target's Maneuver Defense as a free action. This does not provoke an attack of opportunity. If successful, the target is Grappled. While maintaining a grapple, owlbears suffer a -2 penalty to their AC versus all attacks.

The owlbear also has the option to merely Grab the target, but doing so inflicts a -10 penalty to its future Maneuver Offense checks to maintain the Grab. While maintaining a Grab, owlbears suffer no penalty to armor class.
Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the claw-wing attack that established the hold (whether Grappling or Grabbing).
Owlbear

Owlbear

Owlbears are maddened creations of lunatic wizards and alchemists who have Gone Too Far. They escaped into the wild many millennia ago, and have prospered greatly, their supernatural strength serving them well against more modest natural predators.

The specimen described here is a 'common' or 'typical' owlbear, but they come in many, many other varieties, such as dire owlbears, cave owlbears, legendary and kodiak owlbears, snowy owlbears, raven owlbears, eagle owlbears, and more varieties besides, every one more terrible than the last. Of them all, the 'common' owlbear is the most widespread and most often seen.

An owlbear's coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. Their plumage on their fore-wings is brown-mottled as well. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes, and many have noted that despite their brutish mien, owlbears have an indefinable majesty to them that makes them more striking to see than their drab coloration might suggest.

Combat Tactics

Owlbears are pugnacious and deadly attackers. Once combat begins, they will use Feathery Rush to move over as many foes as they reasonably can, so the gusts of wind they kick up jostle and slow their enemies. As soon as possible they will attempt full attacks so they can use the Grab ability tied to their claw-wings to tie up melee combatants. Owlbears will rarely contest a grapple, preferring to hold one or two foes while they snap viciously with their beaks at another.

Once wounded, an owlbear's madness will rarely allow it to retreat, and it will usually fight to the death. If it does attempt to retreat, it will use feathery rush again to jostle its foes some more, slowing and confusing them, to cover its escape.

Out of Combat

Owlbears are mentally unhinged, and this means that their behavior out of combat is...erratic, at best. Indeed, even despite their horrible nature and bloodthirstiness, sages and cyphers who have studied owlbears in the wild have noted that the noble bearing of the fiends is made poignant by the obvious deficiencies they suffer from. Owlbears have been seen getting stuck in behaviors, acting out in weird ways, and often seem to express frustration at their own inability to cope with simple things, such as finding a den to use more than a single time.

Aside from their sheer power and capabilities, Owlbears act in the wild as a predator, similar to wolf packs or bears. Of course, due to their magical nature, they can survive on far less food than would be possible for a natural beast, and so, a given range can support a LOT more owlbears than seems possible, and such large flocks of these huge monsters can become a major problem quickly.

Rewards

XP: 1,600

Treasure: Sellable Goods worth 1,625 gp.

Weight: 50 lbs.     Volume: 2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)