Large Monstrosity
AC 18 Natural    Initiative +10 (20)
HP 200 (16d10 + 112)
Speed 40 ft.
Mod Save
STR 26 +8 +13
DEX 14 +2 +2
CON 24 +7 +12
Mod Save
INT 10 +0 +0
WIS 16 +3 +8
CHA 8 -1 -1
Skills Perception +7
Senses Darkvision 120 ft, Passive Perception 17
Languages Common Understands but doesn't speak
CR 15 (XP 13,000; PB +5)
Traits

Awakened Mind: The owlbear has gained limited sentience, allowing it to understand simple commands and tactics.
Keen Sight and Smell: The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.
Loyal Minion: The owlbear has advantage on saving throws against being charmed or frightened.

Actions

Multiattack: The owlbear makes three attacks: one with its beak and two with its claws.

Beak: Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 22 (3d10 + 8) piercing damage.
Claws: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 26 (3d12 + 8) slashing damage.

 

Reactions

Retaliation: When a creature within 5 feet of the owlbear hits it with a melee attack, the owlbear can make one claw attack against that creature.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

 **Awakened:**
    * It has an Intelligence score of 10, indicating it's been awakened, likely through magic.
    * It understands simple commands, making it a useful minion.
* **Increased Stats:**
    * Significant boosts to Strength and Constitution, increasing its combat effectiveness.
    * Dexterity and Wisdom are also increased.
* **Increased Hit Points and Damage:**
    * Reflects its higher CR.
* **Saving Throws:**
    * Proficiency in Strength, Constitution, and Wisdom saving throws.
* **Loyal Minion:**
    * Advantage on saves vs charm and fear, for better minion control.
* **Reactions:**
    * The reaction attack adds a layer of threat. It will punish melee attackers.
* **Language:**
    * It understands common, but cannot speak. Meaning it can follow commands, but not hold conversations.
* **Challenge Rating:**
    * CR 15 is a significant threat, suitable for high-level encounters.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Forest

Helzion

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