
- •Beak.1d6.
Reach 1.
- •Grapple.
Restrains target. Reach 1
At Half HP or less Screech! Calls for its parents. On next round and Adult Owlbear appears!
At 0 HP turns adult Owlbears on the battlefield into Frenzied Adult Owlbears. If an Adult Owlbear was called and didn't come in time it becomes a Frenzied Adult Owlbear from the start.
A little baby minding his own business on some bushes

Misses on 1 or on Crit. Can't crit
Take 2 more damage from attacks
When turned into Frenzied Adult Owlbear, the creature roars. WIL save DC 12 or become Frightened for one round.
- •Frenzied Claws.
Attack for 2d10+6 damage. Knock prone targets that don't Block
- •Frenzied Beak.
Attack for 1d8. Target has disadvantage on next attack.
- •Beak tear (Requires Prone target).
Attack for 3d6. Causes 1 Wound.
At Half HP or less Beak Tear deals 2 Wounds instead.
At 0 HP. Screech call! Another Adult Owlbear will appear if heroes don't leave the place (only once).
You shouldn't have touched his cubs!

Doesn't retreat.
- •Claws.
Attack for 2d6 damage. On crit: knock Prone.
- •Beak.
Attack for 2d6+6 damage.
- •Beak expedition (Requires Prone target).
Attack for 3d6. Ignoring armor.
At Half HP or less becomes Worried. Screech and knocks Prone any adyacent hero moving them 2 spaces away. Then charges onto the hero with most HP and makes a Claws attack with disadvantage. Any creature in the charge's path is moved away 2 spaces, takes 1d6 and is knocked Prone.
Panic! At 5 HP or less make Claws attacks with 2d8+12.