Owlbear: Difference between revisions

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Revision as of 20:27, 27 November 2019

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)

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)

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

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)