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Owlbear, Siege

An amalgam of fur and feathers, this armored half-bear, half-owl monstrosity charges with its massive claws.

Siege Owlbear CR 6

XP 2,400
N Huge magical beast
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +25

DEFENSE

AC 16, touch 8, flat-footed 16 (+8 natural, –2 size)
hp 202 (15d10+120)
Fort +16, Ref +9, Will +8

OFFENSE

Speed 30 ft.
Melee 2 claws +24 melee (1d8+10 plus grab), bite +23 melee (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks rend (2d8+10)

TACTICS

Before Combat Like standard owlbears, siege owlbears are fierce and territorial. However, they are generally controlled by handlers and in such situations may be led into combat purposefully by their riders. If no rider is present, the siege owlbear reverts to its natural, untrained behavior.

During Combat The siege owlbear is, if anything, even more ferocious than its smaller standard cousin; it knows nothing of fear and attacks any enemy within reach.

Morale Siege owlbears that are ridden are generally kept under control and are subject to their riders’ commands. In normal circumstances, however, the siege owlbear fights to the death.

STATISTICS

Str 31, Dex 10, Con 25, Int 2, Wis 12, Cha 10
Base Atk +15; CMB +27 (+31 grapple); CMD 37 (41 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Iron Will, Multiattack, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (claw)
Skills Perception +25