D&D 3e (3.0/3.5) Rules
Large Magical Beast
Darken owls are ten-foot-tall owls with grey feathers, huge, intelligent eyes, and a wingspan of 30 feet. Darken owls are intelligent (if somewhat cynical) avians that dwell in the haunted glades of Darken Wood, emerging occasionally to hunt or to speak with a favoured mortal.
Darken owls consider mortals to be children who need guidance if they are to contribute to the betterment of Krynn. To this end, during its life a Darken owl will choose two or three mortals to become its "children". Although Darken owls avoid contact with most humanoid creatures, the owl will treat its chosen mortal child with great love and respect, and give her an education in the mysteries of magic, the gods, and the natural world of Krynn.
Darken owls speak Common, Abanasinian, Goblin, Qualinesti elven, Sylvan, and sometimes other languages. They also possess the ability to communicate telepathically with any intelligent creature to a range of 30 feet.
Darken owls rarely attack humanoids, preferring to avoid such creatures that invade their territories, and will never hunt them for food. However, an owl that considers it necessary to deal with a particularly destructive opponent will always attempt to attack with surprise, swooping in silently to strike with razor-sharp claws and beak. Darken owls possess few offensive magical abilities, but use several mental spell-like powers to discover the strengths and weaknesses of an opponent.
Spell-Like Abilities: At will — blindness/deafness, calm emotions, clairaudience/clairvoyance, detect evil, detect good, detect thoughts, discern lies, guidance, sending. These are as the spells cast by a 6th-level sorcerer (save DC 13 + spell level).
Superior Low-Light Vision (Ex): A Darken owl can see five times as far as a human can in dim light.
Skills: Darken owls receive a +8 bonus to Listen and Spot checks. * When in flight, they gain a +8 bonus to Move Silently checks.
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