Hyena Abomination Large aberration, neutral Armor Class 12

12 Hit Points 102 (12d10 + 36)

102 (12d10 + 36) Speed 40 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 2 (-4) 15 (+2) 7(-2) Skills Perception +8

Perception +8 Senses darkvision 60 ft.

darkvision 60 ft. Challenge 6

Aggressive As a bonus action, the abomination can move up to its speed towards a hostile creature that it can see.

Berserk Whenever the abomination starts its turn with 25 hit points or fewer, roll a d6. On a 6, the creature goes berserk. On each of its turns while berserk, the abomination attacks the nearest creature it can see. If no creature is near enough to move to and attack, the abomination attacks an object, with preference for an object smaller than itself. Once the abomination goes berserk, it continues to do so until it is destroyed or regains all its hit points.

Reactive Heads For each head the abomination has beyond one, it gets an extra reaction that can be used only for Opportunity Attacks.

Multiple Heads. The abomination has twelve heads. While it has more than one head, the abomination has advantage on saving throws against being Blinded, Charmed, Deafened, Frightened, Stunned, and knocked Unconscious. Whenever the abomination takes 12 or more damage in a single turn, one of its heads dies. If all its heads die, the abomination dies.

Actions Multiattack The abomination makes as many bite attacks as it has heads Or it may use half as many claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.