Observer Mimic. If the owlbear is in dim light or darkness, it appears to be an observer, a type of powerful, floating eye tyrant.
Photometablise. If the owlbear is in direct sunlight, it regains 10 hit points at the start of its turn.
Radiant Absorption. Whenever the owlbear is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt.
Supernova (Recharges after a Short or Long Rest). If the owlbear would be reduced to 0 hit points, its current hit point total instead resets to 52 hit points, it recharges its Solar Beam, it immediately uses its Blinding Flash legendary action option (without expending any actions), and a small sun coalesces 10 feet above the owlbear and follows it for the next hour, shedding bright sunlight in a 30-foot radius and dispelling magical darkness created by spells of 2nd level or lower in the area. Additionally, the owlbear can use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 700 XP (1,400 XP total) for defeating the owlbear after its Supernova activates.
Multiattack. The owlbear makes one beak and one Claw attack. Or one Solar Beam attack.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Solar Beam (Recharge 5–6). The owlbear exhales a beam of irradiating energy in a 5-foot-wide, 60-foot-long line. Each creature in the area must make a DC 13 Dexterity saving throw. On a failed save, the target takes 10 (3d6) radiant damage. On a successful save, the target takes half as much damage.
The owlbear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The owlbear regains spent legendary actions at the start of its turn.
Claws. The owlbear makes a claws attack.
Sunstep. The owlbear teleports from one area of bight to an unoccupied space of bright light within 60 feet of it that it can see.
Blinding Flash (Costs 2 Actions). The owlbear's featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 13 Constitution saving throw or be blinded until the end of the creature's next turn.
If the owlbear's Supernova trait has activated in the last hour, it can use the options below as legendary actions.
Reflash. The owlbear uses its Blinding Flash legendary action.
Refract (Costs 2 Actions). The owlbear recharges and uses its Solar Beam.
Description
It is widely believed that the owlbear is the product of a biomancer's attempt at a chimeric fusion. An owlbear, a creature that combines the aggression of a bear with the irascibility of an owl, is already anything but docile. The influence of the Plane of Fey, home of the suneater owlbear, has done nothing to bridle these extreme emotions. In fact, these owlbears are more territorial, more grouchy, and more ravenous than their Material Plane counterparts.
Catch the Sun. The suneater owlbear can feed on sunlight. It dislocates its huge maw to reveal the photosynthetic pigments specially-adapted to catching the hues of light shed by the Plane of Fey's eternal sunset. One should avoid exposed outcroppings of rock in the Plane of Fey; these vantage points are often a suneater owlbear's dinner table, and suneaters are extremely territorial.
By comparison, the bright daylight of the Material Plane is a feast, albeit an ephemeral one. The suneater owlbear is used to a constant food supply and the diurnal cycle to which so many Material Plane beasts are adapted leaves a particularly hangry and irritable.
Indolent and Iridescent. The term Batesian mimicry comes from the dungeoneer Bates Buttonchop who would disguise himself as a black pudding in order to loot monster-filled crypts. The dungeon natives would avoid Bates' disguise, having been stung by puddings before, leaving him free to pulion all manner of precious teasures. Suneater owlbears, who're vulnerable in their darkened caves, use this Batesian mimicry to appear like observers, dangerous eye-tyrants from The Low. This combination of above-ground ferocity and below-ground intimidation has proved quite the survival strategy
Lair and Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties), the owlbear takes one of the following lair actions; the owlbear can't take the same lair action two rounds in a row. See the table above for the damage and save DC.
Rage. The owlbear's territorial rage affects all other creatures within the lair. Each creature must succeed on a 11 Wisdom Saving throw or immediately use its reaction to make one weapon attack against a random creature within reach/range.
Disorienting Lights. Flares and sparkles erupt in a deluge, confusing and disorienting creatures. Each creature in the lair other than the owlbear must succeed on a 11 Constitution saving throw or be affected by the confusion spell until the end of its next turn.
Summon Sunsprites. A sunsprite appears next to each creature of the owlbear's choice that it can see and disappears on initiative count 20 of the following round. The sunsprites act on initiative count 10 of this round. They have an attack modifier equal to +3, the saving throw of their Death Burst is DC 11 Dex Save, and both its attacks and Death Burst deal 3 (1d6) radiant damage, instead of their normal statistics.
Previous Versions
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8/4/2024 9:29:34 PM
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