D&D 5E D&D Next Art Column Discussion: May

Eyes like saucers . . . glowing bright in the night.
Silent as an owl it struck.


I like this! I'm not really seeing it in the owlbears in the article though. Every one, including the concept pieces, is roaring. It looks perfunctory, like it's just a given that all monsters must rawr. I seriously want a creepily quiet owlbear.

Rawring monsters are like oversized weapons, maybe. Modern fantasy artists really, really, really want to do it. They have to be trained not to. (:p)

My guess is that those images are the direct or indirect result of video game art design training. The body structure is very, very generic "fast-charging brute." It's no surprise that they put it in a generic video game pose of "spots the player and roars." This is really like reading an FPS's art book. That said, there's nothing inherently wrong with it - an owlbear would probably actually be best served with its jaw open to show off a gigantic mouth (instead of the budgie face it has now) - but the overall structure just isn't very novel, so the pose looks that much worse.
 

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I agree with those suggesting it should have an owl's beak.....that said, i do mostly like the art we see. I love the description, I wish EVERY monster had a description like that in the MM.
 

Speaking of scary: here's what a very huggable spectacled bear looks like without all that huggable fur:

[sblock]
bearhound.jpg

[/sblock]

HOLY MOTHER OF --!!!

More unsettling animals can be found in this link: 5 Lovable Animals You Didn't Know Are Secretly Terrifying | Cracked.com (warning: Cracked contains profanity and is second only to TVTropes as a time sink!)
 

I think the "blended" as "natural" and "chimeric" as "stitched together" is a big of a false analogy. Most of those crazy Greek monsters were "born" , were they not? They were "natural" in a certain sense.

In any case, I prefer Track 2 of these, but some changes that might make it both more owlish and more bearish: on the parts that are not the head or part of the huge "shroud" formed by its arms and back, it should be fur, not feathers. And the head should be about twice as big. Look at the head proportions on a real owl. If depicted from the back, it should have a tail like a bear. And maybe keep claws like a bear, as in Track 1.

Not really. Many of the monsters in Greek myth were flat out created by the gods - frequently as curses for blasphemy or whatnot - Minotaur, Medusa, etc. Greeks didn't really do "natural" monsters too much.
 

Eyes like saucers . . . glowing bright in the night.
Silent as an owl it struck.


I like this! I'm not really seeing it in the owlbears in the article though. Every one, including the concept pieces, is roaring. It looks perfunctory, like it's just a given that all monsters must rawr. I seriously want a creepily quiet owlbear.

Rawring monsters are like oversized weapons, maybe. Modern fantasy artists really, really, really want to do it. They have to be trained not to. (:p)

I think the problem is, very few depictions of monsters have any context. It's almost always just a simple portrait with nothing else. So, if you're the artist and you're told to draw a scary monster, you're not likely going to have it napping in a cave. You have to give it some sort of action. And, to be fair, most PC's when they meet something from the Monster Manual, are most likely going to be seeing the monster about to eat their face. :D

I think a better solution though would be to make the images a bit more contextual. It's okay to have other stuff in the picture. Imagine a forest scene with a couple of halfling's picking mushrooms with a stalking owlbear in the foreground (or maybe even the background, I dunno - I'm not an art guy). Gives the image a LOT more impact and also has the added bonus of really showing the relative size of some of the monsters.

I know one of my big epiphany moments in 3e was when I dropped a colossal spider on the battlemap that I'd cut out in heavy paper. The players all kinda went, "Oh crap!" when they realized just how big this thing was.

An owlbear is a large creature, let's give it some contextualization in the image to show that off.
 

I think the problem is, very few depictions of monsters have any context. It's almost always just a simple portrait with nothing else. So, if you're the artist and you're told to draw a scary monster, you're not likely going to have it napping in a cave. You have to give it some sort of action. And, to be fair, most PC's when they meet something from the Monster Manual, are most likely going to be seeing the monster about to eat their face. :D

I think a better solution though would be to make the images a bit more contextual. It's okay to have other stuff in the picture. Imagine a forest scene with a couple of halfling's picking mushrooms with a stalking owlbear in the foreground (or maybe even the background, I dunno - I'm not an art guy). Gives the image a LOT more impact and also has the added bonus of really showing the relative size of some of the monsters.

I know one of my big epiphany moments in 3e was when I dropped a colossal spider on the battlemap that I'd cut out in heavy paper. The players all kinda went, "Oh crap!" when they realized just how big this thing was.

An owlbear is a large creature, let's give it some contextualization in the image to show that off.
Well the owlbear text from Greyhawk and AD&D mentions that the owlbear has a "horrid visage" with "red-rimmed eyes exceedingly terrible to behold". IANAA but I think they should be able to do something more effective even in a portrait style image.

I'm definitely thinking the head should look more owlish.

Like this:
CYR12.jpg


The other thing about owls is they can rotate their necks 270 degrees, like the girl in the Exorcist.
 

Libramarian - I think our reactions are very similar, just approaching from a different *ahem* end of the beastie. :D I want more bear, you want more owl. IOW, I think we both want a creature that looks a lot more like an owlbear than a troll with some bearish and owlish traits.
 

Honestly, to my eye, Track 1 and track 2 look like the same creature (other than the skull-beak, get to that in a moment). One is just rearing/roaring, and one is lumbering along or getting ready to charge. Other than the different colored, slightly differing style pummage (which easily would be possible for the same creature) and the "beaks", they look to be the same species. The same form/shape to their rear legs, the same "heavy up top" proportions, the same "reach"/formation of their "arms"/forelegs and "hands"/.paws/claws...almost identical heads/faces. Basically, they're either the same species or the brown one [track 1] is a forest variety and the grey-blue one [track 2] is a more polar or tundra or mountain dwelling variety. But their bodies basically look the same.

I picked track 1 because it's head looks like an owl. I know, it's simplistic and "traditional", but I thinik the Owlbear should have an owl's face...how much, how far it has feathers vs. fur and that sorta thing is all fairly optional/mutable. But I do not like the skull-"beak" of track 2. Maybe for something else/other creature...or an "undead" or "dire" version...I don't know. But seems to be a "bird-named" monster ought to have a beak..of the style of that bird...or close. If it has a hawk or eagle's beak...or even that of a snapping turtle, then why isn't it a "hawkbear" or a "turtlebear"?

I'll also agree with those who think the eyes should be larger...or perhaps, the coloring around the eyes/face should be giving more of an optical illusion of large round "owl eyes", even if the eyes in actuality, themselves, are normal "bear" size.

And I'll throw another 2 coppers on KM's assertion that bears are a bit more "bottom heavy." The samples, particularly track 2 look more "bulldog" even, than bear or gorilla.

BUT, as Klaus (I think it was) pointed out, are we looking for the owlbear to be that "magical weird mistake" of a bear and an owl [whether that is the "crazy mage got into the splicing magic, again!" or even if it is "naturally" occurring, like from a woodland that a "wild/chaos magic" storm passed through and melded all of the owls and bears together...and then they started mating...or something] OR are we looking at some horror of a species that just made its prey/victims think of it as, having traits/general appearance of, an owl and a bear? The two are not necessarily exclusive.

But it seems to me, and from what Jon said in the article, he does this too, to make the design of the creature "work", the origin story needs to be hammered down first and then designed from there. You need to look at the origins and how it the creature fitds into the "living world" of the game...to lay that subtle/unspoken layer of "realism" on the creature...like with human (or demihuman) looks and cultures, fashion and weapons, and/or [for beast-monsters, as opposed to tribal monsters/humanoids] furs and feathers, scales, beaks, tendrils, etc...

1) Where did they come from? 2) How do they hunt? 3) What do they use to hunt/harm/damage their prey? 4) How "common" are they? What are the chances or history of their interaction with normal/average folks?...and did that somehow contribute to their name? almost certainly...and then, of course, other things like the "ecology" side of it.

Are you going to find a "gaggle" of owlbears sharing a river/in the same hunting territory? Unlikely...except for mother and young together in the birthing season (or it's stipulated that owlbears really love salmon ;) ) as both owls and bears are fairly solitary creatures. "Vulture-wolves" on the other hand, would almost certainly be found in "packs" or "flocks"...possibly in large numbers.

I like them both. I'd probably use them both as slightly different creatures. But for my "this is the image under the Owlbear entry" I'd go with track 1 OR the first one of the pencil/initial sketches.

--SD
 

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