u/Natanians

Image 1 — The Proto Bird-Bear (CR 6) – Before the modern Owlbear, there was this terrifying, bipedal arcane anomaly!
Image 2 — The Proto Bird-Bear (CR 6) – Before the modern Owlbear, there was this terrifying, bipedal arcane anomaly!

The Proto Bird-Bear (CR 6) – Before the modern Owlbear, there was this terrifying, bipedal arcane anomaly!

Hey everyone!

I wanted to share this horrifying piece of primeval lore: the Proto Bird-Bear.

Before the classic, quadrupedal beast we all know and love (or fear) became the standard in our forests, there was this flawed, initial experiment by a mad wizard. It’s an unrefined, upright chimera that walks like a man but kills like a monster.

Mechanically, it’s a CR 6 bruiser that uses Vengeful Enrage to lock onto whoever damages it first. Once it hits half health, Bloodied Rampage kicks in, granting it a massive speed boost and resetting its rage onto whoever dealt the bloodying blow. Combine that with a beak attack that grapples and crushes, and you have a very nasty encounter for a mid-tier party exploring deep woods or forgotten ruins!

PROTO BIRD-BEAR: OWL

Strigiformes Ursus (Primeval)

Classification: Arcane Chimera | Region: The Deep Woods & Forgotten Ruins

Before the more anatomically integrated iterations of the modern beast roamed the forests, there was the Proto Bird-Bear. Often dismissed as a myth or a mad wizard's initial, flawed experiment, this primeval chimera is a terrifying testament to unrefined arcane splicing. Its form is an awkward, upright nightmare, lacking the quadrupedal grace of a true bear or the aerodynamic logic of an owl. It lumbers on two stout legs, driven by a chaotic, insatiable hunger and an aggressive, highly territorial instinct.

Unlike its modern descendants, the Proto Bird-Bear's skeletal structure is a horrific clashing of species with a bite capable of snapping a warhorse's femur. It relies on sheer, uncoordinated brutality rather than predatory grace. Its shaggy a matted, patchy nightmare of stiff feathers and coarse fur, offers little insulation but serves as a surprisingly effective, bristling armor against slashing blades.

Survivors of encounters with this aberration note its eerie silence. Despite its awkward, heavy gait, the magical nature of its creation seemingly suppresses the sounds of its footfalls. It stalks the deepest woods not as a natural hunter, but as a living terror, lashing out with elongated claws and a snapping, bone-crushing beak at anything that crosses its path.

PROTO BIRD-BEAR

Large Aberration, Unaligned

CHALLENGE 6 | PB +3

  • AC: 14 (Natural Armor)
  • HP: 133 (14d10 + 56)
  • Initiative: +0 (10)
  • Speed: 40 ft.
Stat Score Mod Save
STR 18 +4 +7
DEX 10 +0 +0
CON 18 +4 +7
INT 4 -3 -3
WIS 14 +2 +2
CHA 7 -2 -2
  • Skills: Athletics +7, Perception +5
  • Senses: Darkvision 120 ft., Passive Perception 15
  • Languages:

TRAITS

  • VENGEFUL ENRAGE. The first time the bird-bear takes damage in combat, it focuses its rage on the creature that dealt the damage. Until that target is reduced to 0 Hit Points or the bird-bear becomes Bloodied, the bird-bear has Advantage on attack rolls against that target, and it must use its movement to pursue and attack that target if capable.
  • BLOODIED RAMPAGE. The first time the bird-bear becomes Bloodied (has 66 or fewer Hit Points), its previous rage ends, and it immediately focuses its rage on the creature that dealt the bloodying damage. While Bloodied, the bird-bear's Speed increases by 20 feet, and it has Advantage on attack rolls against the new target.

ACTIONS

  • MULTIATTACK. The bird-bear makes two attacks: one with its Shattering Beak and one with its Paw, or two with its Paws. If both Paw attacks hit the same target on the same turn, the target takes an extra 4 (1d8) Bludgeoning damage and has the Prone condition.
  • SHATTERING BEAK. Melee Attack Roll: +7, reach 5 ft., one target. Hit: 15 (2d10 + 4) Piercing damage, and the target has the Grappled condition (escape DC 15). Until this grapple ends, it can't use its Shattering Beak attack against another target.
  • PAW. Melee Attack Roll: +7, reach 5 ft., one target. Hit: 13 (2d8 + 4) Bludgeoning damage.

BONUS ACTIONS

  • FURIOUS DASH (REQUIRES BLOODIED). The bird-bear takes the Dash action.

REACTIONS

  • FERAL RETALIATION. Trigger: The bird-bear takes damage from the target of its current rage. Response: The bird-bear moves up to half its Speed straight toward the triggering target. If it ends this movement within 5 feet of the target, it makes one Paw attack against it.
u/Natanians — 2 days ago

Swiftstrider Rider [Outrider]

Medium Humanoid, Unaligned

Challenge: 2 (450 XP) | PB: +2

AC: 14 (Strider-Hide Armor)

HP: 39 (6d8 + 12)

Initiative: +3 (13)

Speed: 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 11 (+0)

Saving Throws: Dex +5, Wis +4

Skills: Animal Handling +6, Perception +4, Survival +4

Senses: Passive Perception 14

Languages: Common, Vanician Regional

Gear: Talon-Saber, Wind-Bolas, Outrider Leathers

Traits

  • Born to the Saddle: Mounting or dismounting costs the Outrider only 5 feet of movement. While mounted, the Outrider has Advantage on melee attack rolls against any unmounted creature that is smaller than its mount.

Actions

  • Multiattack: The Outrider makes two Talon-Saber attacks or two Wind-Bolas attacks.
  • Talon-Saber: Melee Attack Roll: +5, Reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage. If the Outrider’s mount moved at least 20 feet straight toward the target immediately before this attack, the hit deals an extra 4 (1d8) Slashing damage.
  • Wind-Bolas: Ranged Attack Roll: +5, Range 30/60 ft. Hit: 5 (1d4 + 3) Bludgeoning damage, and the target must succeed on a DC 13 Strength Saving Throw or have the Restrained condition until the end of its next turn. A creature can use its Action to make a DC 13 Strength (Athletics) check, ending the effect on itself or another creature within its reach on a success.

Bonus Actions

  • Spur the Wind: The Outrider issues a sharp command. If the Outrider is mounted on a willing Beast, that Beast can immediately take the Dash or Disengage action.

Reactions

  • Diverting Pull: Trigger: A creature the Outrider can see targets the Outrider’s mount with a melee attack. Response: The Outrider yanks the reins, forcing the attacker to roll with Disadvantage.

For more detailed stats and the full collection of Elmodor lore, be sure to check out the Stickied post!

https://www.reddit.com/r/ElmodorBooks/comments/1q1ldos/welcome_to_elmodor_read_this_to_get_started/

If you liked this item, want more or have a cool concept you want me to build, drop a comment! I'm always on the lookout for new inspiration. =)

u/Natanians — 23 days ago