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Size & Type (subtype):Large BeastHit 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)  


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).


Improved Grab (Ex): To use this ability, the owlbear must hit with a claw attack.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002