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Large monstrosity, chaotic evil

Armor Class 14 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 40 ft.

Str Dex Con Int Wis Cha
20 (+5) 12 (+1) 18 (+4) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Challenge 4 (1,100 XP)

Special Traits

  • Charge. If the fowlbear moves at least 20 feet straight toward a target and then hits it with a claws attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
  • Keen Sight and Smell. The fowlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.


  • Multiattack. The fowlbear makes two attacks: one with its beak and one with its claws.
  • Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) poison damage.
  • Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.


As you walk down a darkened alley, you hear scratching sounds echoing against the walls. Then you see a large beast, unlike anything you’ve seen before.

It looks like a terrifying version of the owlbear. The fowlbear is just that, a dark version of its cousin.

Wild One. These monsters are wild and mostly hunt at night. Most of them run amok, but there are stories of some being controlled by strange wizards. A few citizens have even sighted fowlbears in other parts of the city at night.

Arcane Enemies. For some reason, they hate spellcasters and seem to be able to smell them. They will attack spellcasters on sight if they come into contact with them.

Section 15: Copyright Notice

Monsters of the City Sins and Virtues A Collection of Monsters for 5th Edition © 2020 Cawood Publishing. Author: Andrew Cawood