Owlbear | Size & Type (subtype): | Large Beast | Hit Dice: | 5d10+20 (47) | Initiative: | +1 (Dex) | Speed: | 30 ft. | Armor Class: | 15 (-1 size, +1 Dex, +5 natural) | Attacks: | 2 claws +7 melee, bite +2 melee | Damage: | Claw 1d6+5, bite 1d8+2 | Face and Reach: | 5 ft. by 10 ft./5 ft. | Special Attacks: | Improved grab | Special Qualities: | Scent | Saving Throws | Fortitude: 8 Reflex: 5 Will: 2
| Abilities: | Str: 21 Dex: 12 Con: 19 Int: 5 Wis: 12 Cha: 10 | Skills: | Listen +8, Spot +7 | Feats: | | Climate and Terrain: | Temperate forest | Climate: | temperate | Terrain: | forest | Organization: | Solitary, pair, or pack (5-8) | Challenge Rating: | 4 | Challenge Rating Value: | 4 | Treasure: | None | Alignment: | Usually chaotic evil | Advancement: | 6-8 HD (Large); 9-15 HD (Huge) |
| Description: |
A lair usually has 1d6 young, fetching a price of 3,000 gp
each in many civilized areas. While owlbears cannot be
domesticated, they can still be placed in strategically important
areas as free-roaming guardians. A professional trainer charges
2,000 gp to rear or train an owlbear (DC 23 for a young creature,
DC 30 for an adult).
Combat
Improved Grab (Ex): To use this ability, the owlbear must hit
with a claw attack.
|
|