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SGttEH 357

Owlbear
HUGE MONSTROSITY UNALIGNED

The owlbear, an eldritch abomination of feather, fur, and flesh, is a grotesque chimera that defies all reason and order. With the head of an owl, the body of a bear, and the scales of a serpent, it moves with an unnatural, fluid grace, as if its bones were made of rubber rather than calcium. Its matted fur is a patchwork of grays and browns, covered in a sickly sheen of slime and sweat, and its twisted tentacles are incapable of swimming, instead serving as a mockery of the octopus form.

The neck of an owlbear is the most unsettling aspect of its monstrous form. Adorned with a swirling mass of fleshy fangs, its neck is a kaleidoscope of madness that seems to shift and writhe of its own accord. As an owlbear approaches, the stench of decay and corruption precedes it, filling the air with a noxious cloud of rot and filth. Its jaws, lined with razor-sharp teeth, click and snap with a rhythmic hunger that speaks of its insatiable appetite for flesh. Its claws, long and curved like sickles, are stained with the blood of countless victims, and its very presence seems to warp reality around it, plunging the world into a nightmare of darkness and chaos where light will be snuffed out.


Armor Class: 14 (Natural Armor)

Initiative: +2 (12)

Hit Points: 184hp (16d12+80) 16d12+80

Speed: 40 ft, 80 ft (run)

Challenge: 10 (XP 5900; PB +4)
    MOD SAVE
STR 23 +6 +6
DEX 15 +2 +2
CON 20 +5 +9
    MOD SAVE
INT 3 -4 -4
WIS 12 +1 +5
CHA 7 -2 -2

Skills: Perception +9, Stealth +6

Resistances: Bludgeoning, Piercing, Poison

Senses: Darkvision 120 ft, Passive Perception 19 (24 if using Sight or Smell)


Traits

Keen Sight and Smell. The owlbear has advantage on Perception checks that rely on sight or smell.

Regeneration. The owlbear regains 15 hit points at the start of its turn if it has at least 1 hit point. If any of its limbs are severed (including tentacle or head), they instead regrow and the owlbear doesn't regain hit points.

Fear of Radiance. If the owlbear takes radiant damage, it suffers a -2 penalty to its AC and Dexterity saving throws until the end of its next turn and becomes enraged. While enraged, the owlbear attacks the source of the radiant damage until the target dies, it has advantage on attack rolls against it. Once the owlbear becomes enraged, for the next minute, it continues to attack this target until it or the target dies.


Actions

Multiattack. The owlbear makes three attacks: two with its tentacles and one with its beak or fanged neck.

Beak. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Fanged Neck. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) piercing damage. If the target is grappled by the owlbear, the attack is a critical hit.

Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 19 (3d8 + 6) piercing damage, and the target must make a DC 18 Constitution saving throw. On a failure, the target is impaled by the tentacle and is grappled (Escape DC 18) and restrained while grappled in this way. A tentacle can be cut down, freeing any impaled creatures. The tentacle has the same damage resistances as the owlbear, AC 16, and 20 hit points. Any damage dealt to the tentacle is also dealt to the owlbear, up to a maximum of 20. The Owlbear has two tentacles and can only make a tentacle attack or grapple with tentacles that haven’t been cut down.


Bonus Actions

Rush. The Owlbear moves up to half its speed.


Created by

Ceadeus.

Statblock Type

Monster/NPC

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