| 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 |
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.
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.
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.
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 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.
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