Large Monstrosity, Neutral Evil
Armor Class 17 Natural Armor
Hit Points 115 (15d10 + 30)
Speed 40 ft., burrow 20 ft.
STR
20 (+5)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
6 (-2)
CHA
4 (-3)
Saving Throws STR +8, DEX +6
Senses Blindsight, Passive Perception 12
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Pounce.

If the Abyssal Hyenid Lord moves at least 20 ft. straight toward a target and then hits it with a Bite attack on the same turn, the target takes an extra 5 (2d4) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Astral Hyenid can make another Bite attack against it as a bonus action.

Rampage.

When the Abyssal Hyenid Lord reduces a creature to 0 hit points with a melee attack on its turn, the Abyssal Hyenid Lord can take a bonus action to move up to half its speed and make a Claw attack.

Standing Leap.

The Abyssal Hyenid Lord's long jump is up to 20 ft. and its high jump is up to 20 ft., with or without a running start.

Tunneler.

The Abyssal Hyenid can burrow through solid rock at half its burrow speed and leaves a 3-foot-diameter tunnel in its wake.

Actions

Multiattack.

The Abyssal Hyenid Lord makes four attacks per round (Bite/Claw/Claw/Tail Strike)

Bite.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) slashing damage.

Claw.

Melee Weapon Attack: +6 to hit, reach 8 ft., one target. Hit: 7 (1d4 + 5) slashing damage.

Tail Strike.

Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 14 (2d10 + 5) piercing damage.

Bonus Actions

Aggressive.

As a bonus action, the Abyssal Hyenid can move up to its speed toward a hostile creature that it can see.

Nimble Escape.

The Abyssal Hyenid can take the Disengage or Hide action as a bonus action on each of its turns.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
4/17/2021 1:24:24 PM
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Coming Soon
billbarnett42

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