KING

Owlbear Matriarch

Beast

T2d6Sovereign

A monstrous nesting owlbear defending her brood. A bone-shaking screech and rending claws greet anything foolish enough to approach her nest.

Tier 2  ·  Role Sovereign  ·  Pool Vigor 5 / Vitality 18  ·  AC 11  ·  ATK +3  ·  Save DC 13  ·  Dmg d6

AC118 base + 3 Sense
Vigor5Tier + Heart mod, regenerates
Vitality1810 + 4 x Tier
Move30 ft
Initiatived8 - d3rerolled each round
Attack+3d20 + bonus vs AC, two or three a turn
Damaged6crit 2d6
Save DC13Tier 2 DC
Crit19+Cunning 12
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body20+5d10
Mind6-2-d3
Sense16+3d6
Heart16+3d6
Cunning12+1d3
Fate12+1d3

Passives

Passive

Keen Senses

Advantage on Sense checks to notice intruders near her nest.

Passive

Protective Fury

While an enemy is within reach of her nest, the Matriarch's attacks automatically crit.

Maneuvers

Maneuver

Rending Claws

Two savage claw swipes. If this attack hits, the target also takes 1 Vigor damage.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Terrifying Screech

Telegraph · disrupt d6 · Heart save

An ear-splitting owl shriek rolls out from her hooked beak. Every creature within 30 ft makes a Heart save (DC 13) or takes 2 damage and is frightened for 1 round; on a success it takes 1 Vigor damage instead.

Tactics

GM tactics

Fights to the death defending her nest and brood, never fleeing while chicks are threatened. Opens with Terrifying Screech to scatter intruders before closing in to rend whoever gets closest to the nest.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 2 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d6. A crit rolls two: 2d6.
  • Crits on a natural 19+ (Cunning 12).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.