| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 16 | +3 | +3 |
| CON | 21 | +5 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 6 | −2 | −2 |
| WIS | 13 | +1 | +4 |
| CHA | 5 | −3 | −3 |
Frenzy. The owlbear has Advantage on melee attack rolls against any creature that doesn't have all its hit points.
Bloody Rage. When the owlbear has half or fewer of its total hit points remaining, its Blood Strike attack does an additional (1d6) Fire damage and can score a Critical Hit on a roll of 19 or 20 on the d20.
Infallible Tracker. If the owlbear damages a creature with blood, the owlbear can track that creature up to 5 miles away for up to 24 hours and has Advantage on Wisdom (Perception) checks to locate the creature.
Multiattack. The owlbear makes two Blood Strike attacks.
Blood Strike. Melee Attack Roll: +10, reach 5 ft. Hit: 16 (2d8 + 7) Slashing damage plus 6 (2d6) Fire damage. Constitution Saving Throw: DC 12 Failure: If the creature has blood, they are Cursed and their blood begins to boil. At the end of a cursed creature's turn, they take 3 (1d6) Fire damage and can repeat the saving throw. Success: The creature is not cursed and is immune to this effect for 24 hours.
Bloody Fright. Wisdom Saving Throw DC 15 A creature the owlbear can see within 60 ft. that is cursed by its Blood Strike attack. Failure: The creature is Frightened of the owlbear for 1 minute and has disadvantage on its saving throw to end the curse. If the creature loses the Cursed condition, it loses its Frightened condition as well. Success: The creature is not Frightened and is immune to this ability for 24 hours.
Bloodscent Flight. When a creature Cursed by the owlbear moves out of its range, the owlbear may move up to its movement speed and make one Melee attack against the target.
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