Gen Legend



Potarsium Cronaxian

The Owlbear

Elemental: Atlantian

Noble

True Neutral
Medium size
Electric
⚜️

Lvl: 17

💚

HP: 128

🛡️

AC: 17

🔆

Proficiency Bonus:
+6

🦾

STR: 9 -1

🥢

DEX: 17 +3

🫀

CON: 16 +3

🧩

INT: 15 +2

🦉

WIS: 15 +2

🎭

CHA: 7 -2

⭐️
Skills:

Athletics: +3
Acrobatics: +3
Sleight of Hand: +3
Stealth: +3
Arcana: +2
History: +14
Investigation: +2
Nature: +2
Religion: +3
Animal Handling: +2
Insight: +6
Medicine: +2
Perception: +2
Survival: +2
Deception: -2
Intimidation: +6
Performance: -1
Persuasion: -2

Passive Perception:

12
🎲
Saving Throws:

STR: +2
DEX: +3
CON: +3
INT: +4
WIS: +2
CHA: -2

📜

Languages:

Common
Celestial
Primordial
Undercommon
Terran

🦿

Movement

Walk: 50ft.
Fly: 30ft.

Incorporeal Movement: The Owlbear can move through other creatures and objects as if they were difficult terrain. The Owlbear takes 5 force damage if it ends its turn inside an object.

Amphibious: The Elemental can breathe air and water.

⚔️

Combat Actions

To hit: +9

Scimitar: 1d6+3 Slashing, light.

Special Attack:

1 charge per day. Recharges at dawn.
Force Scimitar: 2d6+3 Force, light.

🔮

SPELLCASTING: INT

Spell Save DC: 16

To hit: +8

Natural Spells:
1 use per day each:
Feather Fall:
Transmutation(Reaction, which you take when you or a creature you can see within 60 feet of you falls)⟨1 minute⟩-60 feet


Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Thunderwave
Burning Hands:
Evocation(1 Action)⟨Instantaneous⟩-Self (15-foot cone)

A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.


Flammable objects in the Cone that aren't being worn or carried start burning.


Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.


Rechargable Spells:
Leadership:
Reaction.
(Recharges after a Short or Long Rest)
- V.
The Owlbear can utter a special command or warning whenever another creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand The Owlbear. A creature can benefit from only one Leadership die at a time. This effect ends if The Owlbear is incapacitated.
Cold Breath:
Recharge 5–6
The Owlbear exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC16 Dexterity saving throw, taking 12 (3d8) cold damage on a failed save, or half as much damage on a successful one.

👁️

Senses

Darkvision: 60ft.
Blindsight: 10ft.


Illumination: The Owlbear sheds bright light in a 30-foot radius and dim light for an additional 30 ft.

Water Breathing: The Owlbear can breathe underwater

Limited Telepathy.: The Elemental can magically transmit simple messages and images to any creature within 10 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.


🛟

Resistances

Immunities:

acid
cold
poison
bludgeoning, piercing, and slashing from nonmagical attacks


Resistances:

bludgeoning
fire


Vulnerabilities:

force
lightning
radiant



Protections:

Immutable Form: The Owlbear is immune to any spell or effect that would alter its form.

🥊

Martial Habilities


Siege: The Owlbear deals double damage to objects and structures.

Heated: A creature that touches The Owlbear or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

👑

Legendary

Legendary Actions

The Owlbear gains 1 legendary action charge at the end of their turn. Charges can be spent when using a Legendary Action, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature's turn.
Arcane Burst: The Owlbear releases a burst of magical energy. All creatures within 20 feet receive 2D8 Bludgeoning damage

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 16.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Elemental Shift: The Owlbear can choose a section up to 20x20 feet or less of a wall within its lair to become ethereal for one round. Other creatures passing through the affected area must succeed on a Dexterity saving throw or become restrained until the end of their next turn as they struggle against the elements.

🌋

Region

The Owlbear has an effect on its domains that may include any of the following magical effects:
Ancestral Guidance: The spirits of the ancestors can guide their champions on this sacred land. {alignment} creatures within the 1 mile feel an uplifting presence from ancestral entities. {alignment} creatures are under the Guidance spell while they stay in the area.

Inhospitable: The nearby land becomes scorched and inhospitable.

If The Owlbear dies, these effects dissipate during the next 5 days.

🏵️

Traits


Survivalist
They are honorable, having noble principles and displaying integrity.

🏛️

Ideal

Suspicious. I must be careful, for I have no way of telling friend from foe here.

🪝

Plot Hook

I want to prove myself

📖

My Story