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OwlbearCreature 4


NLargeAnimal
Source Pathfinder Bestiary
Perception +13 (low-light vision, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +7, Athletics +14, Intimidation +10
Str +6, Dex +1, Con +5, Int -4, Wis +3, Cha +0

AC 21; Fort +13; Reflex +7; Will +11;
HP 70
Speed 25 feet

Talon One Action +14 (+10, +6) to hit (agile) 1d10+6 Piercing
Beak One Action +14 (+9, +4) to hit 1d12+6 Piercing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Bloodcurdling Screech One Action (auditory, emotion, fear, mental)

The owlbear unleashes a loud screech that terrifies its prey. Each creature in an 80-foot emanation must attempt a DC 20 will save. Regardless of the result, creatures are temporarily immune for 1 minute.


Critical Success The creature is unaffected.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Fleeing for 1 round and Frightened 3.

Gnaw One Action

Requirements The owlbear has a creature Grabbed with its talons.


Effect The owlbear attempts to disembowel the creature with a beak Strike. If the Strike hits, the target must attempt a DC 22 will save.


Critical Success The target is unaffected.

Success The target is Sickened 1.

Failure The target is sickened 1 and Slowed 1 as long as it remains sickened.

Screeching Advance Two Actions (auditory, emotion, fear, mental)

The owlbear makes a Bloodcurdling Screech and Strides twice. All creatures within 80 feet of the owlbear at any point during this movement are subjected to the effects of Bloodcurdling Screech.

Grab One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


With the body of a powerful brown bear and the keen senses of an owl, the owlbear is a dangerous territorial predator, fearlessly attacking any creature that strays into its domain. Those who run afoul of an owlbear hear its terrifying screech only seconds before the massive creature is upon them, ripping them apart with deadly talons and a powerful beak.

Although their origin is lost to time, owlbears are assumed to be the result of a magical experiment to make a more cunning predator. According to the legend, the wizard was too successful and ended up being the flrst victim of the beast. Today, owlbears can be found around the world, with a variety of features. While the most common subspecies looks like a brown bear with the features of a great horned owl, owlbears from the frozen north might resemble polar bears mixed with snowy owls, and in temperate rain forests they might resemble black bears with the heads of barn owls.

Most owlbears live solitary lives, gathering only to mate and raise cubs, which are hatched from eggs. An owlbear's territory usually extends to around 5 miles from its lair, with clear signs of its habitat appearing with 1 mile (clawed up trees, gigantic feathers, and shredded carcasses). The lair of an owlbear rarely holds anything of value, but some adventurers have found trinkets, coins, and even jewelry in the massive pellets of undigested bones these monsters leave behind.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.