Keen Sight. The owl has advantage on Wisdom (Perception) checks that rely on sight.
Recorded Mimicry. The owl can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.
Constructed Nature. The clockwork owl doesn’t require air, food, drink, or sleep.
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Evil's Enemy. The owl can sense evil creatures within 60 ft. of it regardless of cover. This doesn't give the owl an exact location, but it does prevent it, and it's bonded partner if they are within 100 ft. of the owl, from being surprised by that creature. A Nondetection spell or similar effect, can hide an evil creature from this extraordinary sense.
Familiar Bond. The celestial clockwork owl can serve another creature as a familiar, forming a magical, telepathic bond with its willing master. While the two are bonded, the master can sense what the owl senses, as long as they are within 1 mile of each other. Additionally, while the bonded pair are within 100 feet of each other, they can communicate telepathically. Beyond this 100 feet, and up to a mile, the two share an empathetic link, in which they can communicate emotions and basic ideas to one another, but no words.
Mendable. If the celestial clockwork owl reaches 0 hit points, anyone bonded to the owl can spend ten minutes to open the owl's chest cavity and place a clear gem worth 180 gold pieces into a compartment in it's heart. One hour later, the gem is consumed and the owl is fully mended. The celestial clockwork owl recalls everything from before it died and retains it's personality after being mended.
Storage Compartment. The celestial clockwork owl has an inner compartment in it's torso which can store anything up to the size of a singular potion bottle. If a potion is stored in this compartment, then the clockwork owl can administer this potion to a willing or unconscious creature as a bonus action on it's turn. If a potion is administered, then the empty bottle must still be removed before anything new can be placed into the compartment. Retrieving an object from this compartment or placing a new object into it takes an action for the owl or a bonus action from it's bonded partner. The owl swallows and coughs objects up, whereas the bonded partner (and only the bonded partner) can open up the compartment directly to place or remove an object.
Multiattack. The owl makes two attacks with its beak.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Smite the Unholy. If the owl hits a non-good creature with a beak attack, then that creature takes an extra 3 (1d6) radiant damage.
Devour. The owl can use it's action to swallow an object up to the size of a singular potion bottle and store it in a special compartment. It can only hold one such object, or a similar volume of smaller objects, at one time.
Purge. The owl can cough up one object from it's storage compartment using an action. If it feeds a potion to another creature, then it must still purge the empty bottle before swallowing another object.
Feed. If the owl is currently storing a potion, then it can use it's bonus action to feed that potion to another creature, if that creature is willing or unconscious. This works with vials of fluids as well, such as a vial of antitoxin. (It can hold up to three vials at a time, or one potion bottle.)
Description
Previous Versions
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