Monday, January 3, 2011

General Rules: Monsters - Owl

Owl (from the Monster Manual)
Tiny Animal

Hit Dice: 1d8 (4 hit points)
Initiative: +3
Speed: 10 feet, fly 40 feet (average)
Armor Class: 17 (+2 size, +3 Dexterity, +2 natural); touch 15, flat-footed 14
BAB/Grapple: +0/-11
Attack: Talons +5 melee (1d4-3, piercing and slashing, 20 x2)
Full Attack: Talons +5 melee (1d4-3, piercing and slashing, 20 x2)
Space/Reach: 2½ feet by 2½ feet/0 feet
Special Attacks: None
Special Qualities: Low-light vision
Saves: Fortitude +2, Reflex +5, Will +2
Abilities: Str 4, Int 2, Wis 14, Dex 17, Con 10, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6 (+14 in areas of shadowy illumination)
Feats: Skill Augmentation (Listen and Spot), Weapon Finesse
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: ¼
Treasure: None
Alignment: Always neutral
Advancement: -

Owls are nocturnal, rodent-eating birds that make very little noise in flight.

Owls swoop quietly down onto prey, attacking with their powerful talons.

Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Owls as Familiars
Owls can serve as familiars for characters eligible to obtain familiars including arcane engineers, hexblades, mind weavers, shadowsworn, sorcerers, and wizards. Arcane casters with owl familiars gain a +3 bonus to Spot checks in shadowy illumination.

Owls as Animal Companions
An owl may be trained using Handle Animal. A 1st-level druid, 3rd-level outdoorsman, or 1st-level ranger may take an owl as an animal companion.

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