
Owlbear
Large monstrosity · CR 3 · 700 XP
13 AC · 59 HP
Roll the Owlbear
Press a roll button. The dice land here.
The Owlbear is a joke until it drops the wizard
How to run it. The Owlbear is simple: 59 Hit Points, AC 13, and two Rends a turn at +7 for 2d8 + 5 Slashing each. No spells, no tricks. Its danger is that it goes straight for someone and hits hard, and with Speed 40 and Climb 40 it gets there.
How fast it kills. Take a level 3 wizard with AC 12 and 20 Hit Points. The Owlbear hits AC 12 80% of the time. Both Rends hit 64% of the time, and when they do, 97% of the pairs deal 20 or more. Counting the rare single Rend that rolls 20 or more too, the Owlbear drops that wizard in one turn about 64% of the time.
The choice that matters is the target. An animal with Intelligence 3 won't plan, but it will go for whoever is nearest, loudest, or bleeding. Pick one reason and stick to it, so players can read it and protect each other.
The common mistake is running it as a wall of Hit Points in the middle of the room. Start it hidden or climbing, so it arrives from above or behind. Darkvision 60 feet and Passive Perception 15 mean the party won't often surprise it.
For players. AC matters more than Hit Points here. Every point of AC takes 5% off each Rend. The fighter standing between it and the wizard is worth more than any spell.
The human angle. Owlbears make people laugh, and then they make people scared. McGraw and Warren's benign violation theory says we find something funny when it seems wrong and harmless at the same time. An owl's face on a bear is funny. It stops being harmless once the Rends land.
Source: McGraw, A. P., & Warren, C. (2010). Benign violations: Making immoral behavior funny. Psychological Science, 21(8), 1141–1149. doi:10.1177/0956797610376073
Stat block
- Type
- Large monstrosity, unaligned
- Armor Class
- 13
- Hit Points
- 59 (7d10 + 21)
- Speed
- 40 ft., climb 40 ft.
- Challenge
- 3 (700 XP), proficiency +2
- Senses
- darkvision 60 ft., passive perception 15
- Languages
- None
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 | 12 | 17 | 3 | 12 | 7 |
Owlbear odds against your Armor Class
Chance to hit, then average damage per attack once misses and critical hits are counted.
| Attack | AC 12 | AC 14 | AC 15 | AC 16 | AC 18 | AC 20 |
|---|---|---|---|---|---|---|
| Rend (+7) | 80% 11.7 dmg | 70% 10.2 dmg | 65% 9.6 dmg | 60% 8.9 dmg | 50% 7.5 dmg | 40% 6.1 dmg |
| Full turn (2 attacks) | 23.3 dmg | 20.5 dmg | 19.1 dmg | 17.7 dmg | 14.9 dmg | 12.1 dmg |
Owlbear hit points
The stat block uses the average, 59. Rolled, 7d10 + 21 lands anywhere from 28 to 91.
| Hit points | Chance |
|---|---|
| 44 or more | 98% |
| 60 or more | 50% |
| 75 or more | 2% |
| 85 or more | <1% |
Actions
Multiattack. The owlbear makes two Rend attacks.
Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 14 () Slashing damage.
Other CR 3 monsters
Ankylosaurus
Basilisk
Bearded Devil
Blue Dragon Wyrmling
Bugbear Stalker
Doppelganger
Giant Scorpion
Gold Dragon Wyrmling
Green Hag
Hell Hound
Hobgoblin Captain
Killer Whale
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.