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Therianthrope, Owlwere

This creature appears as a lithe and small owl–headed humanoid with brownish–yellow feathers and white eyes.

Owlwere CR 2

XP 600
CE Small/Medium magical beast (shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +12

DEFENSE

AC 16, touch 14, flat-footed 13 +3 Dex, +2 natural, +1 size) as owl, 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) as hybrid or human
hp 13 (3d8)
Fort +3; Ref +6; Will +3
DR 5/cold iron

OFFENSE

Speed 10 ft., fly 60 ft. (average) as owl, 30 ft., fly 60 ft. (average) as hybrid, 30 ft. as human
Melee 2 talons +6 (1d4) as owl; light mace +5 (1d6), 2 talons +0 (1d4) as hybrid, light mace +5 (1d6) as human
Special Attacks disease

STATISTICS

Str 10, Dex 17, Con 11, Int 12, Wis 14, Cha 12
Base Atk +2; CMB +1 as owl, +2 as hybrid or human; CMD 14 as owl, 15 as hybrid or human
Feats Improved Initiative, Weapon Finesse
Skills Disguise +7 (+15 as owl), Fly +9, Perception +12, Stealth +16 (+12 hybrid and human); Racial Modifiers +8 Disguise as owl, +4 Perception, +4 Stealth
Languages Common
SQ alternate form
Gear light mace

SPECIAL ABILITIES

Alternate Form (Su)

A therianthrope’s natural form is that of the base animal. It can shift into two other forms as though using the polymorph spell on itself, though only a specific human form or hybrid form can be assumed. Equipment carried by the therianthrope in human or hybrid form shifts with it and is absorbed into its animal form. Magic items do not function while in this form. When a therianthrope shifts back into human or hybrid form, equipment (including magic items) returns to normal and function normally.

A therianthrope’s first form is that of a human. A therianthrope always assumes the same appearance and traits in human form. In this form, it cannot use its natural weapons or any extraordinary special attacks. It can wield weapons and wear armor however.

Its second form is a bipedal hybrid form with prehensile hands and animalistic features. The therianthrope retains its natural attacks and extraordinary special attacks in this form, and can also wield weapons or wear armor. Changing forms is a standard action. A slain therianthrope reverts to its animal form, although it remains dead. Separated body parts retain their human or hybrid form, however.

Disease (Ex)

Talon—Injury (Red Ache); save Fort DC 11; onset 1d3 days; frequency 1 day; effect 1d6 Str damage; cure 2 consecutive saves.

Editor’s Note

Base Template: Therianthrope (CR varies)

ECOLOGY

Environment temperate forests and underground
Organization solitary, gang (2–5), pack (1, plus 5–8 owls)
Treasure standard

Owlweres appear as normal humanoids in humanoid form, often timid and shy.

An owlwere usually changes into its humanoid form when it detects the approach of living creatures. It disguises itself as a merchant, peasant, or similar humanoid in order to lure its prey in. When ready to attack, the owlwere changes shape into its hybrid form. It almost always assumes this shape when engaged in combat, as it gains the ability to use a weapon as well as its claws. If attacked in its humanoid form, an owlwere seeks to escape long enough to assume its hybrid form.

Section 15: Copyright Notice

Owlwere from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene, based on original material by Gary Gygax.