13 (natural armor)
3 (1d4 + 1)
30 ft.
Intimidation +4
radiant
1/8
+2
Whenever the sunsnacker first detects the presence of sweet food that isn't being worn or carried, it must succeed on a DC 11 Wisdom saving throw or get distracted. While distracted, it spends its movement and actions trying to get close to the food and eat it. A distracted sunsnacker repeats the saving throw at the end of each of its turns, ending the effect on a success and becoming immune to the allure of that source of food for the next 24 hours.
The sunsnacker has advantage on Wisdom (Perception) checks that rely on smell.
The sunsnacker has resistance to fire damage.
As an action, the sunsnacker can unleash a beam of radiant energy from its distended maw. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw, taking 17 (5d6) radiant damage on a failed save, or half as much damage on a successful one. After the sunsnacker uses this action, it can't do so again until its tamer finishes a short or long rest. When the sunsnacker's tamer reaches 9th level in the tamer class, the damage of this action increases to 24 (7d6).
The damage of the sunsnacker's Solar Beam action increases to 31 (9d6), and the length of the line increases to 60 feet. The sunsnacker gains a +1 bonus to the save DC of this action. When the sunsnacker's tamer reaches 17th level in the tamer class, the damage of this action increases to 42 (12d6).
As an action, the sunsnacker can make two beak attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
The sunsnacker creates a glowing orb that hovers in the air within 5 feet of it for the next minute, moving with it. The orb sheds bright light in a 10-foot radius, and dim light for an additional 10 feet.
As a bonus action when the sunsnacker is in bright sunlight, it can teleport up to 30 feet to an unoccupied space it can see that is also in bright sunlight.
As an action while in dim light or darkness, the sunsnacker can cause its featherfronds to grow luminous and dance, appearing like a floating eye monster. Each creature within 150 feet of the sunsnacker that can see the sunsnacker but that doesn't know that it isn't an eye monster must succeed on a Wisdom saving throw or become frightened of the sunsnacker for 1 hour. A creature frightened in this way must use all its movement to move away from the sunsnacker. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A target that successfully saves is immune to this sunsnacker's Eye Tyrant action for the next 24 hours. The sunsnacker can lower its featherfronds as a bonus action, causing it to cease being luminous and no longer appear like a floating eye monster. The effect ends early on a creature if the owlbear ceases appearing like a floating eye monster, or if the creature perceives the sunsnacker's true form (for example, if the sunsnacker becomes brightly lit).