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Hi all,

I'm creating this blog to serve as a companion to the Critter Cache line of products published by Goodman Games and Blackdirge Publishing.

All the monsters in this blog are presented in the standard 4E Monster Manual style format. They all come with lore, tactics, and encounter groups, plus a short description.

I'll be shooting for around one new monster entry a week.

If you’re interested, you can pick up the existing Critter Cache products here:

Critter Cache I: Big Bugs
Critter Cache II: Prehistoric Beasts
Critter Cache III: Animals & Beasts
Critter Cache IV: Fey Folk
Critter Cache V: Daemons
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Predatory Fish

Posted 19th May 2009 at 02:39 AM by BLACKDIRGE (Blackdirge's Critter Companion (4E))
Updated 19th May 2009 at 02:55 AM by BLACKDIRGE
Well, it seems that the Monster Manual II has finally given us sharks (won’t the sahuagin be thrilled), but there are plenty of other dangerous fish that could conceivably make an adventurer's life a little more interesting. The fish in this update are meant to give DMs some options for aquatic encounters, and each of the three fish presented here can be used as is or as a general template for predatory fish in both fresh and saltwater.

BD
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Predatory Fish

Various types of predatory fish can be found in the oceans, lakes, and rivers of the known world. Many of these can pose a danger to adventurers venturing into the water.

Predatory Fish Lore

A character can learn the following with a successful Nature check.

DC 15: Ballista fish are large, fast-moving predatory fish that live in warm, shallow seas. They typically do not attack target larger than Small size, but schools of these dangerous fish have been known to attack larger prey.

DC 15: Razorfish swarms are found in tropical lakes and rivers. They attack anything that enters the water, and can reduce a Medium sized creature to skeletal remains in a matter of minutes.

DC 20: Gapemaw groupers are massive, carnivorous fish that typically live in deep oceans. They are slow moving, and must rely on ambush tactics to capture prey. It is said that a gapemaw grouper can swallow a whole adventuring party and still have room to spare.

Ballista Fish (Barracuda), Level 1 Soldier
Medium natural beast (aquatic), XP 100

Initiative +6 Senses Perception +6; low-light vision
HP 30; Bloodied 15
AC 17; Fortitude 14, Reflex 15, Will 12
Speed swim 10
Bite (standard; at-will)
+7 vs. AC; 1d8+2 damage.
Ballista Charge (standard; at-will)
When a ballista fish charges, it can move 10 squares and deals an additional 1d6 damage on a successful hit.
Alignment Unaligned Languages
Skills Stealth +9
Str 15 (+2) Dex 18 (+4) Wis 12 (+1)
Con 14 (+2) Int 2 (-4) Cha 10 (+0)
Description The sleek, predatory fish has a mouthful of needle fangs. Its darting motion and silvery scales give it the appearance of surging crossbow or ballista bolt.

Ballista Fish Tactics

A ballista fish attacks with its powerful jaws, which are lined with dozens of dagger-like teeth. It typically hides in shallow reefs, waiting for prey to swim within range of its ballista charge.

Razorfish Swarm (Piranha), Level 6 Skirmisher
Medium natural beast (aquatic, swarm), XP 250

Initiative +9 Senses Perception +3; low-light vision
Swarm Attack aura 1; a razorfish swarm makes a basic attack as a free action against each enemy that begins its turn in the aura.
HP 72; Bloodied 36
AC 20; Fortitude 17, Reflex 19, Will 15
Resist half damage from melee and ranged attacks; Vulnerable 10 against close and area attacks
Speed swim 6
Shredding Swarm (standard; at-will)
+11 vs. AC; 1d8+4 damage, and the target takes ongoing 5 damage (save ends).
Blood Frenzy (when a creature adjacent to the swarm is bloodied)
When an adjacent creature becomes bloodied for the first time in an encounter, the razorfish swarm’s swarm attack aura increases by one square to an aura 2 until the end of the encounter.
Alignment Unaligned Languages
Str 12 (+4) Dex 19 (+7) Wis 10 (+3)
Con 16 (+6) Int 2 (-1) Cha 12 (+4)
Description The water roils with hundreds of razor-toothed fish.

Razorfish Swarm Tactics

A razorfish swarm attacks by inflicting hundreds of tiny, bleeding wounds. Its ferocity only increases when an adjacent target becomes bloodied, expanding the range of its swarm aura, and ensuring that nothing escapes its horde of ravenous, razor-toothed mouths.

Gapemaw Grouper, Level 13 Brute
Huge natural beast (aquatic), XP 800

Initiative +8 Senses Perception +11; darkvision
HP 160; Bloodied 80
AC 25; Fortitude 26, Reflex 22, Will 20
Speed swim 6
Bite (standard; at-will)
Reach 2; +16 vs. AC; 3d6+7 damage, and the target is grabbed (until escape). A gapemaw grouper cannot make bite attacks while grabbing a creature, but it can use swallow whole.
Swallow Whole (standard; at-will)
The gapemaw grouper attempts to swallow a Medium or smaller creature it is grabbing; +14 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage plus 10 acid damage on subsequent rounds at the start of the gapemaw grouper’s turn. The swallowed creature can make melee basic attacks with one-handed or natural weapons. If the gapemaw grouper dies, any creature trapped inside it can escape as a move action, ending that action in a square formerly occupied by the gapemaw grouper. If the gapemaw grouper fails to swallow a target, the target is still grabbed, and the gapemaw grouper can attempt to swallow it on its next turn. A gapemaw grouper’s gullet can hold up to four Medium-sized creatures at once.
Vacuum Gulp (standard; recharge 5,6)
Close blast 3; +12 vs. Fortitude; the target is pulled adjacent to the gapemaw grouper, and the gapemaw grouper makes a bite attack against the target as a free action. A gapemaw grouper can bite and grab up to 3 Medium-sized creatures at once with this attack; however, it can only swallow one creature at a time.
Alignment Unaligned Languages
Skills Stealth +13
Str 24 (+13) Dex 14 (+8) Wis 10 (+6)
Con 20 (+11) Int 2 (+2) Cha 8 (+5)
Description This colossal fish has a huge, gaping mouth that looks like it could swallow a dragon with a single gulp.

Gapemaw Grouper Tactics

Slow and ponderous, a gapemaw grouper hides in reefs and sea grass and waits for prey to swim close. It then uses vacuum gulp to suck any unfortunate prey into its cavernous maw, swallowing its meal whole.

Encounter Groups

Predatory fish are sometimes encountered with aquatic humanoids that train them for various purposes, just as terrestrial humanoids train animals such as wolves and bears.

Level 6 Encounter (XP 1,150)
  • 2 naiads (level 5 lurker)*
  • 3 razorfish swarms (level 6 skirmisher)
Level 12 Encounter (XP 3,300)
  • 2 sahuagin baron (level 10 elite brute)
  • 2 sahuagin priests (level 8 artillery)
  • 2 gapemaw groupers (level 13 brute)
*Found in Critter Cache: Fey Folk
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Dog

Posted 10th May 2009 at 10:29 PM by BLACKDIRGE (Blackdirge's Critter Companion (4E))
Updated 11th May 2009 at 07:20 AM by BLACKDIRGE
This entry is of the workman sort, I must admit; however, I think it fills in a rather large hole left in the 4E bestiary. Sure, dogs aren’t as sexy as the froghemoth in my last update, but I hope halfling PCs and NPCs will be grateful for something to ride to, from, and in the battle. This is another one of those entries that should have been in Critter Cache: Animals & Beasts, so consider it an official addendum to that product. =]

In appearance, I imagine the riding dog to look like an Irish Wolfhound, and the war hound to look something like a double-sized Rottweiler.
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Dog

Dogs of various breeds are trained humanoids for a number of different purposes. Smaller races often use large breeds of dogs as mounts, relying on these sturdy canines for both transportation and warfare.

Dog Lore

A character can learn the following with a successful Nature check.

DC 15: Dogs are bred by nearly all civilized humanoid races for various purposes, but halflings are perhaps the most famous dog breeders in the known world. Their small size allows halflings to use dogs as mounts, and they have developed two sturdy breeds to serve them in this capacity. The tall, rangy swifthound can carry halfling riders tirelessly over great distances, while the muscular, heavy jawed vorhound can carry halfling warriors into battle, terrifying foes with its deep, menacing bark. Other humanoids, using halfling dogs as breeding stock, have produced their own versions of the two hounds described above.

Riding Dog, Level 1 Skirmisher
Medium natural beast, XP 100

Initiative +5 Senses Perception +7; low-light vision
HP 30; Bloodied 15
AC 15; Fortitude 15, Reflex 15, Will 12
Speed 9
Bite (standard; at-will)
+6 vs. AC; 1d6+3 damage.
Warning Bark (immediate reaction, when the riding dog makes a successful Perception check to spot a hidden enemy; at-will)
As a free action, all allies within 5 squares can make a Perception check with a +5 bonus to the roll to detect the hidden enemy.
Miniature Mount
A riding dog can be mounted by humanoids of Small size or smaller.
Alignment Unaligned Languages
Skills Endurance +7
Str 17 (+3) Dex 16 (+3) Wis 14 (+1)
Con 14 (+2) Int 2 (-4) Cha 10 (+0)
Description This large dog has long legs and a thick wiry coat. A modified saddle has been strapped to its back.

Riding Dog Tactics

Riding dogs are large enough to deliver a powerful bite, but they serve their riders much better by alerting them to the presence of danger with a loud, ringing bark.

War Hound, Level 3 Soldier
Medium natural beast (mount), XP 150

Initiative +5 Senses Perception +8; low-light vision
HP 48; Bloodied 24
AC 19; Fortitude 17, Reflex 14, Will 14
Speed 7
Bite (standard; at-will)
+9 vs. AC; 1d8+4 damage.
Unnerving Bark (minor; recharge 6) * Fear
Close burst 5; targets enemies; +5 vs. Will; the target suffers a -2 penalty to attack rolls until the end of the halfing war hound’s next turn.
Shared Senses (while mounted by a Small-sized friendly rider of 3rd level or higher; at-will) * Mount
While mounted, a war hound grants its rider a +3 bonus to Perception checks.
Miniature Mount
A warhound can be be mounted by humanoids of Small size or smaller.
Skills Endurance +8
Alignment Unaligned Languages
Str 18 (+5) Dex 14 (+3) Wis 14 (+3)
Con 16 (+4) Int 2 (-3) Cha 10 (+1)
Equipment chain barding
Description This black hound has powerful jaws and a tall, muscular build. It wears a coat of chain barding and a sturdy leather saddle.

War Hound Tactics

A war hound begins combat with unnerving bark, and then surges into combat to maul foes with its powerful jaws. It helps its rider track down fleeing enemies with its keen senses, unerringly following its nose to wounded foes stinking of fear.

Encounter Groups

Dogs are often used as mounts by smaller humanoids, with halflings, gnomes, and occasionally goblins being the most likely to do so. Larger humanoids may train war hounds to operate in packs, loosing them on to the battlefield to frighten the enemy with their unnerving bark.

Level 2 Encounter (XP 625)
  • 2 halfling slingers (level 1 artillery)
  • 1 halfling thief (level 2 skirmisher)
  • 3 riding dogs (level 1 skirmisher)
Level 4 Encounter (XP 900)
  • 2 goblin skullcleavers (level 3 brute)
  • 1 goblin hexer (level 3 controller)
  • 3 war hounds (level 3 soldier)
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Froghemoth

Posted 19th March 2009 at 07:50 PM by BLACKDIRGE (Blackdirge's Critter Companion (4E))
Updated 20th March 2009 at 01:38 AM by BLACKDIRGE
Over its long history, Dungeons & Dragons has given rise to some truly absurd monsters (half the original Fiend Folio, for example); and while many of these critters are simply silly – flumph, I’m looking at you – some of them were just weird enough to be pretty damn cool.

In this update of the Critter Companion Blog, I’ve chosen one of my favorite weird monsters from the murky history of D&D. Because I know that your game simply doesn’t have enough weird in it, I give you a monster so ridiculous and so powerful that you can’t help but take notice and marvel at its sheer ludicrousness. Ladies and gentlemen, I give you the froghemoth.

BD

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Froghemoth

Froghemoths are bizarre, amphibian monstrosities that dwell within deep swamps and impenetrable bogs. They are near mindless engine of destruction and appetite, devouring anything small enough to fit within their cavernous maw – which is typically any living thing they encounter.

Froghemoth Lore

A character knows the following with a successful Nature check.

DC 20: Resulting from what can only be crazed, magical experimentation; froghemoths are a disturbing mixture of frog and octopus, likely mixed with troll essence, and then grown to a colossal size. The name of the deranged mage or sorcerer that created the first froghemoth is not known, but his creation has proved both viable and hardy, and a number of swamps throughout the known world are rumored to hold the lairs of these titanic abominations.

DC 25: Froghemoths are resistant to fire, and can regenerate from even the most grievous wounds. Only strong alchemical acid can cause any lasting harm to these monsters, as they can regrow severed body parts, including their heads, within a matter of hours.

Froghemoth XP 12,000
Level 19 Solo Lurker
Huge natural magical beast (aquatic)
Initiative +17 Senses Perception +20; low-light vision
Regeneration 15 (if the froghemoth takes acid damage, regeneration does not function until the end of its next turn).
HP 930; Bloodied 465
AC 35; Fortitude 33, Reflex 27, Will 29
Resist 15 fire
Saving Throws +5
Speed 4 (swamp walk), swim 8
Action Points 2
Tongue Lash (standard; at-will)
Reach 4; +24 vs. AC; 1d10+9 damage, the target is grabbed (until escape) and pulled to an unoccupied square adjacent to the froghemoth. Once it has grabbed a target, the froghemoth cannot use its tongue lash attack, but it can use bite and swallow or tentacle slam.
Tentacle Slam (standard; at-will)
Reach 4; +24 vs. AC; 2d6+9 damage, and a Large or smaller target is grabbed (until escape). A froghemoth can grab up to 4 Large or smaller targets at once with its tentacles.
Bite and Swallow (standard; at-will)
Grabbed adjacent target only; +24 vs. AC; 2d8+9 damage, and the froghemoth makes a secondary attack on the same target. Secondary Attack: +22 vs. Fortitude; on a hit, the target is swallowed and restrained (no save) and takes 10 damage plus 10 acid damage on subsequent rounds at the start of the froghemoth’s turn. The swallowed creature can make melee basic attacks with one-handed or natural weapons. If the froghemoth dies, any creature trapped inside it can escape as a move action, ending that action in a square formerly occupied by the froghemoth. If the froghemoth fails to swallow a target, the target is still grabbed, and the froghemoth can attempt to swallow it on its next turn.
Crushing Constriction (minor 2/round; at-will)
Target grabbed by tentacle only; +22 vs. Fortitude; 2d6+9 damage, and the target is dazed until the end of the froghemoth’s next turn.
Tentacle Eruption (standard; recharge )
The froghemoth makes four tentacle attacks. It cannot make more that two tentacle attacks on any one target. The froghemoth can only use this attack if it is not currently grabbing a target with one of its tentacles.
Tentacle Grab
A froghemoth can attack and grab with up four tentacles at a time. While grabbing a target, the froghemoth can act normally, but it can’t use that tentacle for another attack. An enemy can attack a tentacle to make the froghemoth release a grabbed victim. The tentacles' defenses are the same as the froghemoth’s, and an attack that hits a tentacle does not harm the froghemoth, but does cause it to let go of a grabbed target.
Virulent Healing * Healing
If a froghemoth is reduced to 0 hit points by an attack that does not deal acid damage, it rises on its next turn (as a move action) with 15 hit points.
Alignment Unaligned Languages
Skills Stealth +18
Str 28 (+18), Dex 18 (+13), Wis 22 (+15)
Con 26 (+17), Int 5 (+6), Cha 15 (+11)
Description The still, stagnant waters of the swamp suddenly erupt into frenzied motion as something huge moves beneath the surface. When the horror finally pulls its behemoth bulk from the water, it is both shockingly alien and laughably absurd. A twisted mixture of frog and octopus, the huge beast has a round, fleshy body supported by two pillar-like legs. Four massive tentacles, each as thick as a man’s waist, sprout from the below the monsters neck, writhing like a forest of green serpents. But the beast’s crowning terror is its vast, globular head, bisected nearly in half by a wide, fanged maw from which a long, barbed tongue protrudes a full 10 feet. Sitting atop this nightmarish head is a telescoping stalk containing three bulbous eyes, all focused on your party with obvious hunger.

Froghemoth Tactics

Despite its massive bulk, the froghemoth is an accomplished ambush predator. It waits beneath the surface for prey to wander into range of its tongue or tentacles with only its telescoping eyestalk and nostrils above the water. When a suitable victim comes along, the froghemoth lashes out with its barbed tongue, entangling the target, and pulling it into range of its gigantic maw. Once prey is adjacent to the beast, it spends an action point to use bite and swallow to gobble its meal down.

When confronted with multiple small opponents, the froghemoth begins combat with tentacle eruption and attempts to grab and crush as many targets as possible. Once it has grabbed one or more enemies, it continues to crush them, saving its tongue lash and further tentacle attacks for any foes that escaped its initial assault.

Encounter Groups

Froghemoths are almost always encountered alone, as they consider every thing smaller than themselves to be a potential meal. However, a few degenerate tribes of lizardmen have been known to worship these weird monstrosities from time to time – usually ending up on the menu for their devotions. In addition, since undead are the only creatures a froghemoth will not eat, certain types of intelligent undead use froghemoths as guardians and attack beasts.

Level 23 Encounter (XP 26,800)
  • 1 larval mage (level 21 elite artillery)
  • 3 rot harbingers (level 20 soldier)
  • 1 froghemoth (level 19 solo lurker)
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Deathgrip Constrictor (Titanoboa)

Posted 10th February 2009 at 06:57 AM by BLACKDIRGE (Blackdirge's Critter Companion (4E))
Updated 10th February 2009 at 07:08 AM by BLACKDIRGE
If you’re a paleontology buff like me, then news of a new species discovered previously unknown to science is like Christmas and your birthday all rolled into one. It’s even better when this new discovery sets new size records for a particular type of critter, as is the case with the recently discovered Titanoboa, a super-sized boa constrictor that lived during the very early Paleocene epoch.

So, as you can imagine, the geeky game designer in me was compelled to stat up ol’ Titanoboa mere seconds after reading the news of its discovery. However, I didn’t want to just take the crushgrip constrictor from the Monster Manual and scale it up. I wanted to make my “deathgrip constrictor” unique, and create it with at least a nod to how actual pythons and boas operate.

First, I made the deathgrip constrictor a lurker rather than a brute or soldier. Since pythons and boas are almost exclusively ambush predators this made perfect sense to me. Second, after watching a pair of seven-foot red tail boas I used to own at feeding time, I knew that a boa’s strike and constriction happen almost simultaneously; the snake strikes, grabs its prey, and then wraps its coils around it, all in one lightning-fast motion. This was the impetus behind the quickgrip strike ability. Lastly, just for a little pizzazz, I threw in coils of death…well, because I’m a bastard, and I can’t help but snicker when I think of some hapless PC getting his brains squeezed out by a giant snake his buddies have already hacked to pieces.

So there you have it, the murky, convoluted design process behind the deathgrip constrictor detailed below.

BD
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Deathgrip Constrictor (Titanoboa)

Deathgrip constrictors are gigantic constrictor snakes found in deep, primeval jungles. Although neither intelligent nor malevolent, their sheer size and predatory instincts makes deathgrip constrictors incredibly dangerous to even well armed bands of humans and humanoids.

Deathgrip Constrictor Lore

A character knows the following information with a successful Nature check.

DC 20: Deathgrip constrictors are a species of super-sized constrictor snake found in hot, tropical jungles. At nearly 50 feet in length, these massive serpents can and do attack animals as large and ferocious as vicejaw crocodiles, and even behemoths that wander into striking range. Deathgrip constrictors are infamous among jungle-dwelling humanoids for their stealth, a lightning-fast strike, and a mighty crushing grip that not even death can loosen.

Deathgrip Constrictor (Titanoboa), Level 13 Elite Lurker
Huge natural beast (reptile), XP 1,600

Initiative +14 Senses Perception +15; low-light vision
HP 206; Bloodied 103
AC 29; Fortitude 27, Reflex 24, Will 22
Saving Throws +2
Speed 7, climb 7, swim 7
Action Points 1
Bite (standard; at-will)
Reach 2; +18 vs. AC; 2d8+7 damage, and the target is grabbed (until escape).
Constrict (standard; at-will)
Affects a target the deathgrip constrictor has grabbed; +16 vs. Fortitude; 2d8+14 damage, and the target is dazed until the end of the deathgrip constrictor’s next turn.
Quickgrip Strike (standard; recharge 5,6)
Requires combat advantage; the deathgrip constrictor makes a bite attack against the target. If the bite attack hits, the deathgrip constrictor can make a constrict attack against the same target as a free action
Coils of Death
A deathgrip constrictor continues to constrict a grabbed foe for 1d4 rounds after it is reduced to 0 hit points or less. This is the only action the deathgrip constrictor can take while at or below 0 hit points, and the grabbed target still has the normal chance to escape the grab.
Alignment Unaligned; Languages
Skills Stealth +15
Str 25 (+13), Dex 18 (+10), Wis 19 (+10)
Con 19 (+10), Int 2 (+2), Cha 10 (+6)
Description This titanic snake has dull black scales and is nearly 50 feet long. Its body is thick and robust, and its massive head is a blunt wedge some 3 feet in width.

Deathgrip Constrictor Tactics

A deathgrip constrictor hides in the tree canopy or lies half-submerged in a jungle lake or river, waiting for prey to wander into striking range. When a target comes close enough, the huge snake uses quickgrip strike to bite and then immediately constrict its prey, often spending an action point to make a second constrict attack.

Encounter Groups

Deathgrip constrictors are solitary predators that hunt large game in deep jungles and tropical rainforests. However, human cultists worshipping snake gods often keep deathgrip constrictors in their temples to serve as guardians and objects of worship. In addition, the serpent folk know as the drakon* often keep deathgrip constrictors as pets.

Level 13 Encounter (XP 4,050)
  • 1 deathgrip constrictor (level 13 elite lurker)
  • 2 darkvenom drakon (level 12 soldier)
  • 3 mongrel drakon (level 8 skirmisher)
*see Blackdirge's Dungeon Denizens
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Dire Hyena (Hyaenodon)

Posted 24th January 2009 at 01:53 AM by BLACKDIRGE (Blackdirge's Critter Companion (4E))
The hyenaedon or dire hyena is one of the monsters that I wanted to do for Critter Cache II: Prehistoric Beasts…after I had already published the product. Anyway, here it is in all its bone-crunching glory.

For those of you who are into paleontology like myself, you can use the hyaenodon here as a template for a lot of interesting prehistoric mammals. For example, you could pull off the mighty mesonychid andrewsarchus by simply making the dire hyena a level 9 elite and scaling up the damage for the bite and crushing jaws attacks.

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Dire Hyena (Hyaenodon)

Dire hyenas are a primordial species of hyena that are both larger and stronger than their more common kin. They are infamous for their incredibly powerful jaws, which are said to be strong enough to crack stone, as well as rend flesh and bone.

Dire Hyena Lore

A character can learn the following with a successful Nature check.

DC 15: Dire hyenas are found in the same terrain and climate as common hyenas, but tend to occupy wilder, more remote areas. Dire hyenas are solitary, ambush predators that hunt at night. They are also accomplished scavengers, as their mighty jaws and powerful stomach acid allow them to consume the parts of carcasses that other predators leave behind, such as bones, hair, and teeth.

DC 20: Certain tribes of gnolls train dire hyenas as mounts and war beasts, admiring their strength, ferocity and obvious resemblance to gnolls in general.

Dire Hyena (Hyaenodon gigas), Level 6 Brute
Large natural beast (mount), XP 250
Initiative +5 Senses Perception +10; low-light vision
HP 89; Bloodied 44
AC 18; Fortitude 19, Reflex 16, Will 16
Speed 8
Bite (standard; at-will)
+9 vs. AC; 1d10+5 damage, and the target is grabbed (until escape).
Crushing Jaws (standard; at-will)
If a dire hyena begins its turn with a target grabbed in its jaws, it makes an attack against the grabbed creature: +7 vs. Fortitude; 2d10+5 damage.
Jaws of Opportunity (while mounted by a friendly rider of 6th level or higher; at-will) * Mount
A dire hyena’s rider gains combat advantage and deals an additional 1d6 damage with melee attacks against a target grabbed by the dire hyena.
Alignment Unaligned Languages
Skills Endurance +12, Stealth +10
Str 21 (+8), Dex 14 (+5), Wis 14 (+5)
Con 19 (+7), Int 2 (-1), Cha 8 (+2)
Description This impressive predator resembles a hyena scaled up in both size and strength. Its jaws are massive and filled with yellow, bone-cracking teeth.

Dire Hyena Tactics

A dire hyena attempts to sneak as close as possible to its prey, and then attacks from ambush. Once combat begins, it attacks with its bite, grabs hold, and then uses its powerful jaws to crush its prey to death.

Encounter Groups

Dire hyenas are often found with gnolls, serving their humanoid masters as mounts and battle companions.

Level 7 Encounter (XP 1,400)
  • 2 gnoll marauders (level 6 brute)
  • 2 dire hyenas (level 6 brute)
  • 2 gnoll huntmasters (level 5 artillery)
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