Keen Sight and Smell. The twisted owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Fearless. The twisted owlbear has advantage on saving throws against being frightened.
Rushing Charge. If the twisted owlbear moves at least 20 feet straight toward a create and then hits it with a melee attack on the same turn, that target must succeed on a DC 15 Strength saving throw or take an additional 1d10+5 bludgeoning damage and be pushed up to 10ft away from the owlbear in a straight line
Cannons. A creature mounted on the armoured owlbear can use a bonus action to fire one of the cannons mounted on the side of this creature and allow the armoured owlbear to immediately take one of the Cannon reaction
Multiattack. The owlbear makes three attacks: one with its beak and two with its claws.
Beak. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 12 (1d10 + 7) piercing damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Net Cannon. Ranged weapon attack, 60ft/90ft. (Can't hit targets within 5ft)
Choose one creature within range, the affected creature must make a DC15 Dexterity Saving throw or be restrained until it is freed. The net is metallic with an AC of 19 and 20 HP
Alchemists Fire Cannon. Ranged weapon attack, 60ft/90ft. (Can't hit targets within 5ft)
Fire a large glass ball of Alchemists Fire at a point within 90ft, any creature within a 10ft radius of the impact must make a DC15 Dexterity Saving throw, taking 2d4 fire damage at the start of it's turn on a fail. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Description
A monstrous cross between giant owl and bear, an owlbear’s reputation for ferocity and aggression makes it one of the most feared predators of the wild.
Lair and Lair Actions
When the Twisted Owlbear drops below 50 HP it begins to shake with rage, releasing a blood-curdling roar.
This ends all active effects on the creature and gives it resistance to Bludgeoning, Piercing and Slashing damage (As per the barbarian Rage feature)
Additionally the Twisted Owlbear now gets two turns per round, instead of one, it's second turn occurring evenly between it's current turn and the end of the round.
It also gets the following additional actions:
Ground Tremble. The twisted owlbear stamps hard onto the ground, causing all creatures within 5ft of it to make a DC 15 Dexterity Saving throw or fall prone. The area within this radius is now considered difficult terrain.
Corrupted Feathers. The twisted owlbear shakes it's head rapidly, releasing a torrent of rough feathers. Each creature within 5ft to make a DC 15 Constitution saving throw, becoming blinded on a failure. An affected creature must spend an action removing the feathers from their eyes to end the condition.
Launching Bite. If the twisted owlbear makes a successful beak attack, it may forego it's remaining claw attacks and attempt to throw the creature up to 20ft in any direction. The creature must make a DC 15 Strength saving throw to prevent this movement. If the creature is thrown straight up, they would suffer the usual 20ft fall damage of 2d6