Great Shinobi Owl
The Owl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Owl regains spent legendary actions at the start of its turn. Move. Owl moves up to his speed provoking no attacks of opportunity. Smoke Cloud. Owl uses his Smoke Cloud reaction Shinobi Charm. Owl uses his Shinobi Charm action Shuriken. Owl uses his Skuriken action Cunning Movement.
Armor Class 24 (+3 studded leather + Owl Cloak)
Hit Points 285 (30d8 + 150)
Speed 30 ft.
Saving Throws Strength +11, Dexterity +14, Wisdom +12
Skills Athletics +11, Acrobatics +14, Arcana +11, Animal Handling +12, Deception +18, Perception +12, Persuasion +12, Insight +12, History +11, Sleight of Hand +14, Stealth +20
Damage Vulnerabilities Frightened, Charmed, Poisoned
Damage Resistances Bludgeoning, Piercing and Slashing from nonmagical weapons, Poison, Cold
Damage Immunities —
Condition Immunities —
Senses 120ft Darkvision, 15ft Blindsight, passive Perception 22
Languages Common, Auran, Undercommon, Thieves Cant
Challenge 17 (18.000 XP)
Actions
Reactions
Legendary Actions
⚠️ D&D Wiki Homebrew
This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.
Source: D&D Wiki - Great Shinobi Owl (5e Creature)
This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.
Formatted by BubblyBards.