WG5 said:When they engage prey in melee, they emit fierce howls which will serve to mildly stun the victims engaged (-1 penalty to initiative, -2 penalty to hit) for the following three rounds. The effects of this stunning are not cumulative, and only after the first three rounds of stunning have worn off can those affected be stunned once again.
mc5 said:When tyrgs engage prey in melee, they emit fierce howls that serve to mildly stun their victims ( +2 penalty to initiative, -2 penalty to attack rolls) for the following three rounds. There is no saving throw for these howls. Note that the effects of this stunning are not cumulative, and only after the first three rounds of stunning have worn off can those affected be stunned again.
both sources said:Tyrgs can move silently 75 % of the time and are surprised only on a roll of 1 due to their superior senses.
mc5 said:If an opponent is overborne, or otherwise finds himself prone on the ground, the tyrg's raking forepaws can inflict ld4 points each on the already besieged victim.
Shade said:I vote that we give it pounce/improved grab/rake and trip. That sounds like fun.![]()
BOZ said:how's dat?
Howl (Su?): A tyrg can emit a fierce howl, once per round as a free action, that causes all beings that hear it to be shaken for three rounds. The effects of the howl are not cumulative. The victim cannot be affected by the howl again until the effects of the last howl have worn off. (if we use a saving throw - The save DC is Charisma-based.) This is a sonic, mind-affecting effect.
Edit: posted a tyrg in homebrews, look it over.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.