Owlbear: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
| CR = 5
[[Category:CR 5]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Owlbear


[[Image:Owlbear_3.png|384px|right|xx]]
| Image = Owlbear_3.png
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->


| Role =
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->


== Owlbear (CR 5) ==
| Description = Owlbears are maddened creations of lunatic wizards and alchemists who have Gone Too Far.  They escaped into the wild many millenia ago, and have prospered greatly, their supernatural strength serving them well against more modest natural predators.
Owlbears are maddened creations of lunatic wizards and alchemists who have Gone Too Far.  They escaped into the wild many millenia 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.
: 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.  
: 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.  


| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->


| Size = Large
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->


=== GENERAL ===
| Type = Magical Beast
'''CR''' 5  '''Hit Dice''' 7
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->


'''XP''' 1,600
| Subtype =
  <!--If any-->


N Large Magical Beast
| NudgeInit =
  <!--CR 5 INITIATIVE = +3 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->


'''Init''' +3; '''Senses''' [[Scent]] 30 ft., [[Perception]] +8
| Senses = [[Scent]] 30 ft.
  <!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") -->
  <!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]]    -->
  <!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] -->
  <!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]]            -->
  <!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]]         -->


| NudgePerception =
  <!--CR 5 PERCEPTION = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->


=== DEFENSE ===
| NudgeAC =  
'''AC''' 21, '''touch''' 14, '''flat-footed''' 18 (+4 armor, +3 dex, +3 natural, +1 deflection)
  <!--CR 5 AC = 21 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''hp''' 65
| NudgeTouchAC =
  <!--CR 5 TOUCH AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Fort''' +8, '''Ref''' +4, '''Will''' +4
| NudgeFFAC =
  <!--CR 5 FLAT-FOOTED AC = 18 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Aura:''' -
| NudgeHitPoints =
  <!--CR 5 HIT POINTS = 65 -->
  <!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).-->


'''SR:''' -


'''Special Defenses:''' -
<!--  SAVING THROWS  -->


'''Immunities:''' -
| Fort = S
| Refl =
| Will =
  <!--CR 5 STRONG SAVE = +8; WEAK SAVE = +4 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->


'''Weaknesses:''' -
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| SR =
  <!--Values: Y (for Yes), or leave blank-->


=== OFFENSE ===
| NudgeSR =  
'''Speed''' 30 ft., [[Greater Climb]] 30 ft., also see Feathery Rush
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Space / Reach:'''  10 ft. / 5 ft.
| SpecialDefenses =
  <!--Put any DR or ER values here-->


'''Single Melee''' Beak Snap +10 (1d8+6/x2)
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->


'''Full Melee''' Beak Snap +10 (1d8+6/x2), 2x Claw-Wings +10 (1d6+2/x2) + Grab
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->


'''Ranged''' none, but see Feathery Rush
| MoveTypes = Walk 30 ft., [[Greater Climb]] 30 ft.
  <!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") -->
  <!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]]        -->
  <!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]]  -->
  <!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]]      -->
  <!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]]            -->
  <!-- [[Lesser Teleport]], [[Greater Teleport]]            -->


'''Special Attacks''' Grab, Feathery Rush
| 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.-->


'''Action Points''' 0




=== STATISTICS ===
<!--  GENERAL ATTACK INFORMATION  -->
'''Str''' 21, '''Dex''' 12, '''Con''' 21, '''Int''' 2, '''Wis''' 12, '''Cha''' 16


'''Base Atk''' +5; '''CMB''' +9 (+13 for grapple); '''CMD''' 19
| MeleeOrNatural = Natural
  <!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)-->


'''Feats''' -
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->


'''Skills''' Stealth +3
| IgnoreSecondary =
  <!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)-->


'''Languages''' -


=== SPECIAL ABILITIES ===
; Feathery Rush (Su)
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 fifteen feet in height or more.  The owlbear may make a to-hit roll against each creature it moves directly over with this movement (+10 to-hit versus target's AC), and if it hits, it deals 1d8+6 points of damage and the struck creature must make a Fortitude save versus a DC of 13 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.
<!--  PRIMARY ATTACK INFORMATION  -->


| PriAtkName = Beak Snap
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->


; Grab (Ex)
| PriAtkNotes =
When owlbears make full attacks, they may grab foes with their claw-wings. See: [[Universal_Monster_Rules#Grab_.28Ex.29|Grab monster ability]]
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->


If an owlbear hits with claw-wing strike during a full attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets sized large or smaller. The owlbear has the option to conduct the grapple normally, or simply use the claw-wing it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the claw-wing attack that established the hold.
| PriAtkNotes-FullAtkOnly =
  <!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank-->


Owlbears receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->


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


=== TREASURE ===
| NudgePriToHit =  
sell value of approximately 1,375 gp
  <!--CR 5 PRIMARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgePriDamage =
  <!--CR 5 PRIMARY NATURAL DAMAGE = 1d8+6 -->
  <!--CR 5 PRIMARY MELEE DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== 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 owlbears madness will rarely allow them to retreat, and they usually fight to the death.  if they do attempt to retreat, they will use feathery rush again to jostle their foes some more, slowing and confusing them, to cover their escape.
 
<!--  SECONDARY ATTACK INFORMATION  -->
 
| SecAtkName = Claw-Wings
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
 
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| SecAtkNotes-FullAtkOnly = plus Grab
  <!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank-->
 
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeSecToHit =
  <!--CR 5 SECONDARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeSecDamage =
  <!--CR 5 SECONDARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  TERTIARY ATTACK INFORMATION  -->
 
| TerAtkName =
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
 
| TerAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| TerAtkNotes-FullAtkOnly =
  <!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank-->
 
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeTerToHit =
  <!--CR 5 TERTIARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeTerDamage =
  <!--CR 5 TERTIARY NATURAL DAMAGE = 1d8+6 -->
  <!--CR 5 TERTIARY MELEE DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  QUATERNARY ATTACK INFORMATION  -->
 
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
 
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| QuaAtkNotes-FullAtkOnly =
  <!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank-->
 
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeQuaToHit =
  <!--CR 5 QUATERNARY TO-HIT = +10 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeQuaDamage =
  <!--CR 5 QUATERNARY NATURAL DAMAGE = 1d6+2 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  RANGED ATTACK INFORMATION  -->
 
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
 
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
 
| RangedAtkNotes-FullAtkOnly =
  <!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank-->
 
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
 
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
 
| NudgeRangedToHit =
  <!--CR 5 RANGED TO-HIT = +10 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeRangedDamage =
  <!--CR 5 RANGED DAMAGE = 1d8+6 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
<!--  ABILITY SCORES  -->
| Str = 21
| Dex = 12
| Con = 21
| Int = 2
| Wis = 12
| Cha = 16
 
| NudgeCMB =
  <!--CR 5 CMB = +9 -->
| CMBNotes = +4 to Grapple
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
 
| NudgeCMD =
  <!--CR 5 CMD = 19 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
 
 
<!--  FEATS  -->
 
| Feat1 =
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
 
 
<!--  SKILLS  -->
 
| Skill1 = Stealth
| Skill2 =
| Skill3 =
| Skill4 =
 
| NudgeSkill1 =
| NudgeSkill2 =
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 5 SKILLS = +8 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
 
| Skill1Notes =
| Skill2Notes =
| Skill3Notes =
| Skill4Notes =
  <!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")-->
 
 
<!--  LANGUAGES  -->
 
| Languages =
  <!--Comma-separated list-->
 
 
<!--  SPECIAL ABILITIES  -->
 
 
<!--  ROLE-BASED SPECIAL ABILITIES -->
 
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
 
 
 
<!--  SPECIAL ABILITY 1  -->
 
| Ability-1-Name = Feathery Rush
 
| Ability-1-Type = Su
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
 
| Ability-1-Description = 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 at least fifteen feet in height.  The owlbear may make a to-hit roll against each creature it moves directly over with this movement (+{{#var:Special1ToHit}} to-hit versus target's AC), and if it hits, it deals {{#var:Special1StandardDmg}} points of damage and the struck creature must make a Fortitude save versus a DC of {{#var:Special1SaveDC}} 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.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special1SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special1StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 2  -->
 
| Ability-2-Name = Grab
 
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-2-Description = When owlbears make full attacks, they may grab foes with their claw-wings.  See: [[Universal_Monster_Rules#Grab_.28Ex.29|Grab monster ability]]
 
: If an owlbear hits with a claw-wing strike during a full attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets sized large or smaller. The owlbear has the option to conduct the grapple normally, or simply use the claw-wing it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -10 penalty on its CMD check to maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the claw-wing attack that established the hold.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special2SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special2StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 3  -->
 
| Ability-3-Name =
 
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special3SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special3StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 4  -->
 
| Ability-4-Name =
 
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special4SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special4StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 5  -->
 
| Ability-5-Name =
 
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special5SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special5StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 6  -->
 
| Ability-6-Name =
 
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special6SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special6StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility6ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 7  -->
 
| Ability-7-Name =
 
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special7SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special7StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 8  -->
 
| Ability-8-Name =
 
| Ability-8-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-8-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special8SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special8StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility8StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 5 = +10
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 5 = +6
        {{#var:Special9SaveDC}}      Save DC      @ CR 5 = 14
        {{#var:Special9StandardDmg}} Std Damage  @ CR 5 = 3d6
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 5 = 1d6
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 5 = 5d6
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = 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  -->
 
| OutOfCombat =
 
 
}}

Revision as of 20:25, 19 July 2016

Owlbear (CR 5)

Neutral - Large - Magical Beast
Lore: Know (Arcana)
10 25
Basic DC Full DC
Initiative
Initiative Icon 2.png
8
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

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

Standard Attack (Melee):

  • 1x Beak Snap +8 (1d10+6/x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

  • 1x Beak Snap +8 (1d10+6/x2)
    as undefined damage typeExpression error: Unexpected < operator.

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)

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 at least fifteen feet in height. The owlbear may make a to-hit roll against each creature it moves directly over with this movement (+ to-hit versus target's AC), and if it hits, it deals points of damage and the struck creature must make a Fortitude save versus a DC of 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)

When owlbears make full attacks, they may grab foes with their claw-wings. See: Grab monster ability

If an owlbear hits with a claw-wing strike during a full attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Grab can only be used against targets sized large or smaller. The owlbear has the option to conduct the grapple normally, or simply use the claw-wing it used in the grab to hold the opponent. If it chooses to do the latter, it takes a -10 penalty on its CMD check to maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage. Each successful grapple check it makes during successive rounds automatically deals the damage indicated for the claw-wing attack that established the hold.
Owlbear

Owlbear

Owlbears are maddened creations of lunatic wizards and alchemists who have Gone Too Far. They escaped into the wild many millenia 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

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)