Owlbear

Owlbear

Large beast
Challenge

STR
5
DEX
1
CON
3
INT
−4
WIS
1
CHA
−2

59
7d10+21
15
Soak
1
Fort
+4
Ref
+4
Will
−1
Defense note natural armor

Speed 8 m.
Skills Athletics +6 (17), Brawn +6 (17), Perception +2 (13)
Senses darkvision 10 m.

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

Maneuvers. The owlbear uses maneuvers (maneuver save Difficulty 15). It has 6 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: grapple (Claws only), spring attack, swipe, tear flesh

Actions (2)

Beak (1/turn). Melee Weapon Attack: +6 to hit. Hit: 10 (1d10 + 5) piercing damage.

Claws (1/turn). Melee Weapon Attack: +6 to hit. Hit: 14 (2d8 + 5) slashing damage.

Feywild, Forestsrd

Maneuvers

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.