| Id | 84 |
|---|---|
| Name | Owlbear |
| Size and Type | 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 |
| Saves_Fort | 8 |
| Saves_Ref | 5 |
| Saves_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 |
| Organization | Solitary, pair, or pack (5-8) |
| CR | 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. |