Therianthrope, Owlwere

Therianthrope, Owlwere

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


XP 25 ()

CE Small ()

Initiative +3


AC 13

hp: 13 (3d8)

Resistance: Bludgeoning, piercing, and slashing damage from nonmagical or nonadamantine weapons


Speed: 10 ft., fly 60 ft. in owl form; 30 ft., fly 30 ft. in hybrid form; 30 ft. in human form

Melee Attack—Beak (owl form): +7 to hit (reach 5 ft.; one creature). Hit: 1d4 + 3 piercing damage.

Melee Attack—Talons (owl and hybrid form): +5 to hit (reach 5 ft.; one creature). Hit: 1d6 + 3 slashing damage and the target must make a successful DC 10 Con saving throw or be poisoned for 1d4 rounds.

Melee Attack—Shortsword (human and hybrid form): +5 to hit (reach 5 ft.; one creature). Hit: 1d6 + 3 piercing damage.


Str 10 (+0), Dex 17 (+3), Con 11 (+0),

Int 12 (+1), Wis 14 (+2), Cha 12 (+2)

Languages: Common

Skills: Deception +4, Perception +4

Senses: Darkvision 60 ft.


Shapechanger: The owlwere can change from its owl form or human form to its hybrid form as a bonus action. Changing from owl form directly to human form or vice versa takes an action. The owlwere is Small in owl form but Medium in human or hybrid form. In owl form, it is indistinguishable from a normal owl, but is noticeably larger than other owls.


Environment: Warm and

Organization: Solitary, gang (2–5), or flock (1 plus 5–8 owls)

Owlweres appear as normal humanoids in human form. They tend to have large eyes, and they are shy and quiet. In settled areas, they can be found working as aides to scholars or as crafters in trades where their high dexterity and amazing eyesight are assets, such as jewelry-making and clockwork. But most owlweres prefer solitude over any sort of town life. The sometimes rent their services as independent mercenaries specializing in scouting out enemy forces, a function at which they excel.