Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.
Fear Tactics. The hyena can use its action to intimidate one creature within 30 feet. The target must make a DC 13 Cha save or suffer disadvantage for one round. The target must be aware of the hyena and either able to see or hear it.
Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.
Teleport (Recharge 4-6). The hyena magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the hyena can make one bite attack.
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