Movement: 180’ (60’)
Armor: As chain mail
HD: 6 (25hp)
Attacks: 2 claws/beak, or 2/claws/owlbear hug
Damage: 1d8/1d8/1d10, or 1d8/1d8/2d8+2
Save: As fighter lvl-3
It is said that owlbears are the failed byproducts of the experiments of mad natural philosophers, but in truth they are the result of successful experiments. The failed ones are the creatures known as cocaine owlbears, hyperviolent and mindless creatures who stop at nothing in their quest to devour the entire world and all its inhabitants. Cocaine owlbears have an initiative bonus of +1, and PC’s surprise rolls are modified by -1.
If both claws connect, the cocaine owlbear embraces its victim, dealing 2d8+2 damage. On each subsequent turn, the victim continues to take the same amount of damage unless he or she is able to escape the embrace (saving throw, STR roll, oppossed STR roll). If only one of the claws hits, the beast continues with a peck.
Cocaine owlbears are immune to sleep and mind-controlling effect. In fact, these monsters do not sleep, ever.
2 thoughts on “Cocaine Owlbear”
Damn. Wish I’d thought of this!
Probably needed one extra attack or an initiative bonus. Very dangerous beast.
LikeLiked by 1 person
You’re right, an initiative bonus is a good idea.