Starving Hyena: Difference between revisions

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[[Category:Epic Path]]
{{Template:Monster
[[Category:Bestiary]]
[[Category:CR 1]]
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Bestiary]] page.''


| MonsterName = Hyena (Summoned)


[[Image:Hyena_1.png|384px|right|xx]]
| CR = 1
== Hyena (Summoned; CR 1) ==
 
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.
| Image = Hyena_1.png
  <!--Value: file name and extension only (e.g. "monster_picture.jpg")-->
 
| Role =  
  <!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank-->
 
| Description = 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 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.
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.
| Alignment = Neutral
  <!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil-->
| Size = Medium
  <!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic-->
| Type = Animal
  <!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin-->
| Subtype =
  <!--If any-->
| NudgeInit =
  <!--CR 1 INITIATIVE = +1 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 -->
| Senses = [[Low-Light Vision]] 120 ft., [[Scent]] 30 ft.
  <!--List the sense type and the distance it can perceive (e.g. "Standard Darkvision 60 ft.")-->
| NudgePerception =
  <!--CR 1 PERCEPTION = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
| NudgeAC =
  <!--CR 1 AC = 14 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeTouchAC =
  <!--CR 1 TOUCH AC = 11 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeFFAC =
  <!--CR 1 FLAT-FOOTED AC = 13 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeHitPoints = 1
  <!--CR 1 HIT POINTS = 20 -->
  <!--Values: any multiplier, or leave blank. Max recommended is 1.15 (+15%) or 0.85 (-15%)-->
<!--  SAVING THROWS  -->
| Fort = S
| Refl =
| Will =
  <!--CR 1 STRONG SAVE = +4; WEAK SAVE = +1 -->
  <!--Values: "S" (for Strong save), leave blank for Weak save
      * Most monsters have 1 strong save and 2 weak saves
      * Heavies, Tanks, Threats and Villains have 2 strong saves
      * Dragons have 3 strong saves-->
| NudgeFort =
| NudgeRefl =
| NudgeWill =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| SR =
  <!--Values: Y (for Yes), or leave blank-->
| NudgeSR =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| SpecialDefenses =
  <!--Put any DR or ER values here-->
| StrongAgainst =
  <!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added-->
| WeakAgainst =
  <!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added-->
| MoveTypes = Walk 50 ft.
  <!--Other move types as needed-->
| NudgeReach =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.-->
<!--  GENERAL ATTACK INFORMATION  -->
| MeleeOrNatural = Melee
  <!--REQUIRED; Values: "Melee" (for weapon-wielding monsters), or "Natural" (for natural attacks)-->
| MultipliedDamageType =
  <!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)-->
<!--  PRIMARY ATTACK INFORMATION  -->
| PriAtkName = Bite
  <!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")-->
| PriAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| PriAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| PriAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgePriToHit =
  <!--CR 1 PRIMARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgePriDamage =
  <!--CR 1 PRIMARY NATURAL DAMAGE = 1d8 -->
  <!--CR 1 PRIMARY MELEE DAMAGE = 1d8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SECONDARY ATTACK INFORMATION  -->
| SecAtkName =
  <!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none-->
| SecAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| SecAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| SecAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeSecToHit =
  <!--CR 1 SECONDARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeSecDamage =
  <!--CR 1 SECONDARY NATURAL DAMAGE = 1d4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  TERTIARY ATTACK INFORMATION  -->
| TerAtkName = Bite
  <!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none-->
| TerAtkNotes = plus Hobble
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| TerAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| TerAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeTerToHit =
  <!--CR 1 TERTIARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeTerDamage =
  <!--CR 1 TERTIARY NATURAL DAMAGE = 1d8 -->
  <!--CR 1 TERTIARY MELEE DAMAGE = 1d8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  QUATERNARY ATTACK INFORMATION  -->
| QuaAtkName =
  <!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none-->
| QuaAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| QuaAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| QuaAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeQuaToHit =
  <!--CR 1 QUATERNARY TO-HIT = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeQuaDamage =
  <!--CR 1 QUATERNARY NATURAL DAMAGE = 1d4 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  RANGED ATTACK INFORMATION  -->
| RangedAtkName =
  <!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack-->
| RangedAtkNotes =
  <!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)-->
| HasRangedFullAttack =
  <!--Values: Y (for yes), or leave blank (for no)-->
| RangedAtkVSTouchAC =
  <!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)-->
| RangedAtkIsAuto-Hit =
  <!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")-->
| NudgeRangedToHit =
  <!--CR 1 RANGED TO-HIT = +4 -->
  <!--any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeRangedDamage =
  <!--CR 1 RANGED DAMAGE = 1d8 -->
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  ABILITY SCORES  -->
| Str = 14
| Dex = 15
| Con = 15
| Int = 2
| Wis = 13
| Cha = 6
| NudgeCMB =
  <!--CR 1 CMB = +3 -->
| CMBNotes =
  <!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")-->
| NudgeCMD =
  <!--CR 1 CMD = 15 -->
| CMDNotes =
  <!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")-->
<!--  FEATS  -->
| Feat1 = 
| Feat2 =
| Feat3 =
| Feat4 =
  <!--Just the feat name; will be autolinked, and ShortDesc added-->
<!--  SKILLS  -->
| Skill1 = Survival
| Skill2 = Stealth
| Skill3 =
| Skill4 =
| NudgeSkill1 =
| NudgeSkill2 = 2
| NudgeSkill3 =
| NudgeSkill4 =
  <!--CR 1 SKILLS = +4 -->
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-8-->
<!--  LANGUAGES  -->
| Languages =
  <!--Comma-separated list-->
<!--  SPECIAL ABILITIES  -->
<!--  ROLE-BASED SPECIAL ABILITIES -->
| HideRoleReminder1 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder2 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder3 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
| HideRoleReminder4 =
  <!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)-->
<!--  SPECIAL ABILITY 1  -->
| Ability-1-Name = Hobble
| Ability-1-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-1-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it-->
| Ability-1-Description = 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 does double the normal bite damage for a Hyena's bite and, unless the foe succeeds on a DC {{#var:Special1SaveDC}} Reflex save, also inflicts the [[Unsteady]] condition for 1 round.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special1ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special1TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special1SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special1StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special1SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special1AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
| NudgeAbility1ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility1TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility1SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility1StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility1SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility1AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 2  -->
| Ability-2-Name = Hyena Cackle
| Ability-2-Type = Ex
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-2-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-2-Description = 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 {{#var:Special2SaveDC}}) 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 sonic-based fear attack.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special2ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special2TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special2SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special2StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special2SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special2AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
| NudgeAbility2ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility2TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility2SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility2StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility2SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility2AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 3  -->
| Ability-3-Name =
| Ability-3-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-3-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-3-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special3ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special3TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special3SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special3StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special3SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special3AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
| NudgeAbility3ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility3TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility3SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility3StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility3SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility3AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 4  -->
| Ability-4-Name =
| Ability-4-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-4-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-4-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special4ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special4TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special4SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special4StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special4SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special4AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
| NudgeAbility4ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility4SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility4StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility4SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility4AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
<!--  SPECIAL ABILITY 5  -->
| Ability-5-Name =
| Ability-5-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
| Ability-5-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
| Ability-5-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special5ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special5TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special5SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special5StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special5SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special5AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
| NudgeAbility5ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility5TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
| NudgeAbility5SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
| NudgeAbility5StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility5SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
| NudgeAbility5AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->




=== GENERAL ===
<!--   SPECIAL ABILITY 6  -->
'''CR''' 1   '''Hit Dice''' 2


'''XP''' 400
| Ability-6-Name =


N Medium Animal
| Ability-6-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Init''' +1; '''Senses''' [[Low-Light Vision]] 120 ft., [[Scent]] 30 ft., Perception +4
| Ability-6-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


| Ability-6-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special6ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special6TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special6SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special6StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special6SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special6AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


=== DEFENSE ===
| NudgeAbility6ToHit =  
'''AC''' 14, '''touch''' 11, '''flat-footed''' 13 (+3 armor, +1 dex, +0 natural, +0 deflection)
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''hp''' 20
| NudgeAbility6TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Fort''' +4, '''Ref''' +1, '''Will''' +1
| NudgeAbility6SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


'''Aura:''' -
| NudgeAbility6StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''SR:''' -  
| NudgeAbility6SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Special Defenses:''' -
| NudgeAbility6AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Immunities:''' -


'''Weaknesses:''' -


<!--  SPECIAL ABILITY 7  -->


=== OFFENSE ===
| Ability-7-Name =  
'''Speed''' 50 ft.


'''Space / Reach:'''  5 ft. / 5 ft.
| Ability-7-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


'''Single Melee''' Bite +4 (1d8/x2)
| Ability-7-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


'''Full Melee''' Bite +4 (2d8/x2) + Hobble
| Ability-7-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special7ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special7TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special7SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special7StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special7SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special7AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


'''Ranged''' -
| NudgeAbility7ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Special Attacks''' Hyena Cackle, Hobble
| NudgeAbility7TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


'''Action Points''' 0
| NudgeAbility7SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


| NudgeAbility7StandardDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


=== STATISTICS ===
| NudgeAbility7SwiftDamage =  
'''Str''' 14, '''Dex''' 15, '''Con''' 15, '''Int''' 2, '''Wis''' 13, '''Cha''' 6
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Base Atk''' +1; '''CMB''' +3; '''CMD''' 15
| NudgeAbility7AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->


'''Feats''' -


'''Skills''' Survival +4, Stealth +4 (+8 in tall grass, forests or brush)


'''Languages''' -
<!--  SPECIAL ABILITY 8  -->


| Ability-8-Name =


=== SPECIAL ABILITIES ===
| Ability-8-Type =  
; Hobble (Ex)
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
When a hyena takes a full attack action, it is able to clamp its mighty jaws upon its foes legs and savage them.  On a successful hit, this does double the normal bite damage for a Hyena's bite and, unless the foe succeeds on a DC 10 Reflex save, also inflicts the [[Unsteady]] condition for 1 round.


| Ability-8-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->


; Hyena Cackle (Ex)
| Ability-8-Description =
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 10) 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 sonic-based fear attack.
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special8ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special8TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special8SaveDC}}      Save DC     @ CR 1 = 10
        {{#var:Special8StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special8SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special8AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->


| NudgeAbility8ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


=== TREASURE ===
| NudgeAbility8TouchAttack =  
Sell value of approximately 231 gp.
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->


| NudgeAbility8SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->


=== COMBAT TACTICS ===
| NudgeAbility8StandardDamage =  
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.
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8SwiftDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility8AlphaDamage =
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  SPECIAL ABILITY 9  -->
 
| Ability-9-Name =
 
| Ability-9-Type =
  <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
 
| Ability-9-Concentration =
  <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
| Ability-9-Description =
  <!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below-->
  <!--Available Variables:
        {{#var:Special9ToHit}}      To-Hit      @ CR 1 = +4
        {{#var:Special9TouchAttack}} Touch To-Hit @ CR 1 = +0
        {{#var:Special9SaveDC}}      Save DC      @ CR 1 = 10
        {{#var:Special9StandardDmg}} Std Damage  @ CR 1 = 1d6+1
        {{#var:Special9SwiftDmg}}    Swift Damage @ CR 1 = 1d4
        {{#var:Special9AlphaDmg}}    Alpha Damage @ CR 1 = 1d6+1
    -->
 
| NudgeAbility9ToHit =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9TouchAttack =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-4-->
 
| NudgeAbility9SaveDC =
  <!--Values: any positive or negative number, or leave blank. Max recommended is +/-3-->
 
| NudgeAbility9StandardDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9SwiftDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
| NudgeAbility9AlphaDamage =  
  <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank-->
 
 
 
<!--  COMBAT TACTICS  -->
 
| CombatTactics = 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.
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  -->
| OutOfCombat = 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.
}}

Revision as of 19:30, 14 June 2016

Hyena (Summoned) (CR 1)

Neutral - Medium - Animal
Lore: Know (Nature)
2 17
Basic DC Full DC
Initiative
Initiative Icon 2.png
3
Perception:
13 +3
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
14
Man Def
Shield Icon 3.png
15
Monster Health
32 16 2
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +5
Refl: +0
Will: +0

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+3
Sword Icon 3.png
Man Off
+3
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Bite +3 (1d4/19-20 x2)
    as undefined damage typeExpression error: Unexpected < operator.

Full Attack (Melee):

  • 2x Bite +3 (1d4/19-20 x2)
    as undefined damage typeExpression error: Unexpected < operator.

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:

Languages:

Feats:

Special Abilities

Hobble (Ex)

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 does double the normal bite damage for a Hyena's bite and, unless the foe succeeds on a DC Reflex save, also inflicts the Unsteady condition for 1 round.

Hyena Cackle (Ex)

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 ) 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 sonic-based fear attack.

Hyena (Summoned)

Hyena (Summoned)

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: 400

Treasure: Sellable Goods worth 219 gp.

Weight: 10 lbs.     Volume: 0.4 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)