Hyena: Difference between revisions
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is given the "Swarm" role. It replaces the default "Personal Space Issues" power | is given the "Swarm" role. It replaces the default "Personal Space Issues" power | ||
(or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict | ||
the Distracted | the Distracted condition when they damage a foe (or it grants an area of affect | ||
ranged attack if it is a troop). Leave this blank if you want the "Personal Space | ranged attack if it is a troop). Leave this blank if you want the "Personal Space | ||
Issues" or "Darken the Sky" power to appear when this monster is designated as a | Issues" or "Darken the Sky" power to appear when this monster is designated as a |
Latest revision as of 20:43, 10 May 2021
Hyena (CR 2)
Neutral - Medium - Animal |
---|
Lore: | Know (Nature) | ||
4 | 19 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
16 | +6 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
42 | 21 | 3 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +5 |
Refl: | +0 |
Will: | +0 |
Strong Against:
Offense
Standard Attack (Melee):
- 1x Scavenging Bite +4 (1d10/x2)
as gnashing (physical, uncommon)
Full Attack (Melee):
- 2x Scavenging Bite +4 (1d10/x2)
as gnashing (physical, uncommon)
Hobble
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
14 |
STR |
15 |
DEX |
15 |
CON |
2 |
INT |
13 |
WIS |
6 |
CHA |
Skills:
- Perception: 6
- Stealth: 4 (+4 while in tall grass)
- Survival: 4
- All other skills: 0 (no ranks)
Special Abilities
Hobble (Ex) Full Action, Free after successful Bite |
When a hyena successfully bites an enemy during a full attack action, it is able to clamp its mighty jaws upon its foe's legs and savage them. Hobble adds 1d4 precision gnashing (physical, uncommon) damage to a Hyena's bite and, unless the foe succeeds on a DC 15 Reflex save, also inflicts the Unsteady condition for 1 round. |
Cackling Laugh (Ex) Standard Action, 1/Enc |
Once per encounter as a standard action, a hyena may emit a horrible cackling laugh. The cackle affects all enemies in a 30-foot radius. Affected creatures must make a Will save (DC 15) or suffer the Anxious condition for 1 round. Multiple uses of this ability (from multiple hyenas) do not stack. Instead, additional failed saves simply reset the clock on the 1-round duration. This is a sound-based fear attack. |
Hyena
Hyenas are primarily scavengers, preferring to eat prey someone else when to the trouble of killing. However, they are also comfortable in the role of predator, and are quite capable at doing so. Between their eerie calls to each other, which sound like a mockery of human laughter, their fast speed and their powerful jaws, hyenas are dangerous foes.
Hyenas stand about 2 1/2 feet tall at the shoulder, have golden brown fur with darker brown spots, not unlike a leopard. The males have a raised mane along their spines which are also dark brown in color.
Hyenas travel in packs and make use of their numbers and speed to surround and disable their foes. They are also excellent at hiding and ambushing unsuspecting prey.
Combat Tactics
Hyenas will attempt to sneak up on their victims using natural cover, and will try to get two of their members on the opposite side of the victims if possible. In the first round of combat, one or two hyenas will move in and use their Hyena Cackle ability, hoping to soften up their foes. The rest will then make charge attacks and bite, with flanks if at all possible. Each round after the first, one or two different hyenas will Cackle, and the rest will try for full attacks (with flanks if possible) to Hobble their victims.
If the fight is going poorly, Hyenas will flee, and come back a little later to see if any Hobbled victims have been left behind to become easy pickings.
Out of Combat
Hyenas largely prefer to scavenge food some other creature has already killed, but will become predatory if they require food, and can't get it an easier way. They rarely have permanent homes, and instead have territory which they wander and patrol. During the height of the day, they are often found in a shady spot under a large tree, or resting in tall grass near a water source.
Rewards
XP: 600
Treasure: Sellable Goods worth 500 gp.
- Weight: 20 lbs. Volume: 0.8 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |