Ghostly Owlbear Ideas

Trit One-Ear

Explorer
Was thinking of throwing something different at my players next session. After some brainstorming, I decided on an undead owlbear. Zombie would be one thing, but I think a ghost would both fit more into the adventure, and be more unique.

I'm basing on the owlbear stat block, adding a few qualities and maybe one ghost-themed power.

Do you have any advice how to reflavor and tweak the owlbear to be a ghostly menace?

Already adding Necrotic Resistance, and changing its damage type to necrotic. Probably giving it phasing.
I was tempted to make it insubstantial, but I know the dangers that can make when dealing with grind.
Maybe have his attacks target reflex instead of AC for a change too.

Any other ideas?

Trit

Ps. Forgot to ask, I'm never sure how to use new monster math when it comes to HP and Elites. Do I still need to half the original? (I've actually been using 2/3 hp for slightly more durable monsters). The basic owlbear in the compendium has 212 HP for a Lvl 8 Elite Brute. Sound right?
 

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Was thinking of throwing something different at my players next session. After some brainstorming, I decided on an undead owlbear. Zombie would be one thing, but I think a ghost would both fit more into the adventure, and be more unique.

I'm basing on the owlbear stat block, adding a few qualities and maybe one ghost-themed power.

Do you have any advice how to reflavor and tweak the owlbear to be a ghostly menace?
Change the hoot to a fear effect, or possibly replace it entirely with a possessing effect. I recommend the former (if you want a brute), perhaps something that inflicts penalties to defenses or inflicts combat advantage, making the followup attacks more likely to land.

Ps. Forgot to ask, I'm never sure how to use new monster math when it comes to HP and Elites. Do I still need to half the original? (I've actually been using 2/3 hp for slightly more durable monsters). The basic owlbear in the compendium has 212 HP for a Lvl 8 Elite Brute. Sound right?

Elites still have double the regular creature's hit points, and solos have 4 times (at all levels, not just heroic).
 

Here's what I end up with:

Ghostly Owlbear Level 8 Elite Brute
Large Fey Beast (Undead) xp 700
HP 212; Bloodied 106 Initiative +6
AC 20; Fort 22; Ref 18; Will 20 Perception +12
Speed 7; Phasing Darkvision
Immune Disease, poison; Resist 10 Necrotic
Saving Throws +2; Action Points 1

Standard Actions
Claw * At Will
Melee 2 (one creature); +12 vs. AC
Hit: 4d6+6 necrotic damage

Double Attack * At Will
The owlbear uses claw twice. If both attacks hit the same creature, the owlbear grabs it (escape DC 16) if the owlbear has fewer than two creatures grabbed.

Beak Snap * At Will
Melee 1 (one creature grabbed by the owlbear). The target takes 4d8+22 necrotic damage.

Triggered Actions
Haunting Howl (fear) * Encounter
Trigger: The ghostly owlbear is first bloodied.
(Immediate Reaction): Close burst 5 (creatures in burst); +11 vs. Will
Hit: The Target is shaken (save ends). While shaken, the target takes a -2 penalty to defenses.
First Failed Saving Throw: The target takes a -2 penalty to attack rolls (save ends).

Comments and critiques welcome!

Trit
 


Ah yes, I was thinking about changing that. I'll probably have the beak attack target Fort too. Wouldn't make much sense having some attacks target AC and not others. Thanks for the help
 

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