Encounters: Goblin Marches - Hills (Night)
Owl, Giant (CR 3)
Large Magical Beast
Alignment: Usually neutral good
Initiative: +3 (Dex); Senses: superior low-light vision, Listen +17, and Spot +10
AC: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Hit Dice: 4d10+4 (26 hp)
Fort +5, Ref +7, Will +3
Speed: 10 ft., fly 70 ft. (average)
Space: 5 ft./5 ft.
Base Attack +4; Grapple +12
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee and bite +2 melee
Damage: Claw 1d6+4, bite 1d8+2
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Feats: Alertness; Wingover
Skills: Knowledge (nature) +2, Listen +17, Move Silently +8*, and Spot +10
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Climate/Terrain: Temperate Forest
Organization: Solitary, pair or company (3-5)
Source: Monster Manual
Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.
Skills: Giant owls receive a +8 racial bonus to Listen checks. They also receive a bonus to racial bonus to Spot checks in dusk and darkness; when in flight, they gain a +8 bonus to Move Silently checks.
A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead. A solitary giant owl is typically hunting or patrolling the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair of giant owls will attack in concert and fight to the death to defend their nest. Several giant owls sometimes operate as a company for some specific purpose such as driving away a group of evil humanoids.