Thursday, November 3, 2016

Stranger Owlbears

The Owlbear is an iconic monster of fantasy RPG. The beast mixes the body of a bear with the features of an owl making it strange creature indeed but a creature with a strangeness that is not expanded upon to enhance it's value it play.  Here with stats provided as per swords and wizardry are some variant Owlbears to add to a campaign and make Owlbears more interesting and deadly. The varieties need not all be present in the campaign and one may serve well as the default standard for Owlbears to beef up the reputation of this iconic monster as appropriate for the campaign.

Shrieking Owlbear
Shrieking Owlbears have the body of a bear, but a beak and facial features of an owl. The shrieking owl bear pounces from hiding with a startling shriek that will paralyze all that hear it within 30’ (that fail to save vs paralysis if not immune to fear)for 2-5 rounds. On an attack roll of 18+ or any attack vs a paralyzed victim the shrieking owl bear grabs and mauls the victim for an additional 2d8 points of damage.

 Shrieking Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 12; AL N; CL/XP 6/400; Special: Paralyzing shriek, hug for additional 2d8 if to-hit roll is 18+ or victim paralyzed.

Bounding Owlbear
Bounding Owlbears are sleeker and quicker varieties of owl bear that can climb with uncanny ability often leaping on prey from unexpected perches. A Bounding Owl bear may leap or jump down as far as 40’ as part of a attack,or charge move.  If a Bounding owl bear successfully strikes a man-sized or smaller victim while bounding the victim may be knocked prone and pinned beneath the Bounding owl bear until it leaves or is forced off, it is +4 to hit pinned victims.
On an attack roll of 18+ or any successful attack vs a pinned victim the bounding owl bear will maul it’s victim for an additional 2d8 points of damage.

Bounding Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12, Climb 9; Save 12; AL N; CL/XP 6/400; Special: Maul for additional 2d8 if to-hit roll is 18+ or vs pinned victim.

Uncanny Owlbear
Uncanny Owlbears have the body of a bear, but a beak and eyes of an owl. If anyone is unlucky enough to meet the gaze of an uncanny owl bear they must save vs paralysis or be frozen in place for 10-60 minutes. On an attack roll of 18+ (natural roll), the owlbear grabs its victim and mauls it for an additional 2d8 points of damage. Uncanny Owlbears prefer to drag paralyzed victims back to their lair to dismember and dine on them in peace. Only a sick or controlled Uncanny Owlbear would attack more than one paralyzed victim unless it was defending it’s lair or young.

 Uncanny Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12; Save 12; AL N; CL/XP 6/400; Special: Gaze, maul for additional 2d8 if to-hit roll is 18+ or victim paralyzed.

Witchlin Owlbear
Witchlin Owlbears appear much as their kin but they have a mysterious aura of power and magic about them.  If a Withclin Owlbear saves vs a spell (or other targeted magic) the spell is reflected back at the caster due to the weird magical energies it is infused with (which also give it an improved save vs spells). On an attack roll of 18+ (natural roll), the owlbear grabs its victim and hugs it for an additional 2d8 points of damage.

Withclin Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12, Climb 6; Save 12 (10 vs spells); AL C; CL/XP 6/400; Special: Maul for additional 2d8 if to-hit roll is 18+.




Murmuring Owlbear
Murmuring Owlbears have the body of a bear and the facial feats of an Owl. The murmuring owl bear constantly murmurs and babbles causing fear and distraction in those near it, anyone within 60’ of a murmuring owlbear that isn’t silenced must save vs confusion or be unable to act meaningfully until the owlbear harms them directly or slays a companion. On an attack roll of 18+ (natural roll), the owlbear grabs its victim and mauls it for an additional 2d8 points of damage.

Murmuring Owlbear: HD 5+1; AC 5 [14]; Atk 2 claws (1d6), 1 bite (2d6); Move 12, Climb 9; Save 12; AL N; CL/XP 6/400; Special: Confusion, Maul for additional 2d8 if to-hit roll is 18+ or vs pinned victim.

5 comments:

  1. You inspired me to make a rock throwing owlbear

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  2. Every time I see owlbears of any sort, I stop to contemplate what the pellets must be like......

    Glad I don't clean those cages.

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  3. ghoul and mummy owlbears left by ancient empire of owlbear worshipers

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  4. I ran a game with a ghost owlbear once. It possessed people, they kept finding NPCs clawed to death. It's fun to mix up classic monsters!

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  5. Thanks for the comments all. I edited the climb speed of the Witchlin Owlbear down to a 6, i want them climbing but not as fast as the Bounding Owlbears.

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