Agriotherium, the Primeval Bonecrusher
“Larger than a grizzly, faster than a lion—Agriotherium is the prehistoric apex predator that could crush bones and rivals with terrifying ease!”

Agriotherium is a hulking relic of a forgotten age—over 11 feet tall on its hind legs and weighing more than a ton. Its form evokes a monstrous bear, but leaner and more savage. A long, narrow skull juts forward like a battering ram, filled with bone-crushing teeth. Its limbs are thick with muscle, ending in curved claws designed to maul and tear. Coarse, dust-matted fur clings to its hide, and its amber eyes glint with cold, animal cunning.
Behavior:
Solitary and territorial, Agriotherium rules its domain with unchallenged authority. It wastes no energy on unnecessary hunts, preferring to intimidate, overpower, or scavenge. Displays of force—roars, mock charges, and claw-scarred trees—are often enough to deter rivals. But when challenged, it unleashes overwhelming violence.
Habitat:
It roams vast grasslands, scrub plains, and ancient river valleys, favoring regions with high prey density and scattered rocky terrain. These landscapes offer both vantage points and ambush opportunities. It is a wanderer, but only until it claims a domain—once established, it defends it without mercy.
Modus Operandi:
Agriotherium is a tactical brute. It often stalks other predators from a distance, then charges in to claim their kills. In combat, it relies on sudden, crushing force—bowling over foes with its bulk and finishing them with devastating bites. Its jaws can splinter bone with ease, allowing it to feast on marrow-rich remains left by less capable scavengers.
Motivation:
Driven by hunger, dominance, and instinct, Agriotherium seeks to eliminate competition and control access to food. It is not needlessly cruel—it is survival incarnate, an apex predator forged by scarcity and perfected through brutal efficiency.
Agriotherium 5e
Agriotherium Pathfinder
Agriotherium 3.5
Agriotherium

Colossus of the Ancient Wilds
Huge Beast, Unaligned
Challenge: 10 (5,900 XP)
Armor Class: 17 (natural armor)
Hit Points: 187 (15d12 + 90)
Speed: 50 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
25 (+7) | 14 (+2) | 22 (+6) | 2 (–4) | 14 (+2) | 10 (+0) |
Saving Throws: Strength +12, Constitution +10, Wisdom +6
Skills: Perception +6, Survival +6, Intimidation +5
Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
Senses: Darkvision 60 ft., Passive Perception 16
Languages: —
Proficiency Bonus: +4
Traits
Bone-Crusher Jaws. When Agriotherium hits a creature with its Bite attack, the target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is already prone, it takes an additional 14 (4d6) bludgeoning damage.
Territorial Monster. While within its lair or territory (up to 1 mile radius), Agriotherium has advantage on Wisdom (Perception), Wisdom (Survival), and initiative rolls. It is aware of all Large or larger creatures that enter this area.
Relentless Predator (1/Day). When reduced to 0 hit points, Agriotherium can drop to 1 hit point instead. It immediately gains 93 temporary hit points and can move up to its speed as a reaction.
Actions
Multiattack. Agriotherium makes two attacks: one with its Bite and one with its Maul.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 25 (4d8 + 7) piercing damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.
Maul. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 21 (3d10 + 7) bludgeoning damage. If the target is prone, Agriotherium can make a second Maul attack as a bonus action.
Roar of Dominance (Recharge 5–6). Agriotherium emits a thunderous roar. Each creature of CR 5 or lower within 60 feet that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Creatures that succeed are immune to this roar for 24 hours.
Legendary Actions
(2 legendary actions per round)
Agriotherium can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
- Lunge. Agriotherium moves up to half its speed without provoking opportunity attacks.
- Snap. Makes a Bite attack against a prone target.
- Crush (Costs 2 Actions). Targets a prone or grappled creature within 5 ft. The target takes 18 (4d8) bludgeoning damage and must succeed on a DC 18 Constitution saving throw or be stunned until the end of its next turn.
Tactics
- Opening Move: Uses Roar of Dominance to scatter weaker foes, then charges the biggest threat.
- Target Priority: Focuses on prone or isolated targets, using Bite and Maul to quickly disable enemies.
- Relentless Predator: If near death, triggers Relentless Predator to surge back into the fight with temporary hit points and renewed fury.
- Territorial Advantage: Within its domain, Agriotherium acts with near-mythic awareness and brutal efficiency, exploiting terrain for ambushes and intimidation.
Agriotherium

Huge Animal
CR 10
XP 6,400
Init +3
Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 24, touch 9, flat-footed 21 (+3 Dex, +15 natural, –2 size)
HP 142 (15d8+90)
Fortitude +15, Reflex +8, Will +7
Offense
Speed 50 ft.
Melee bite +18 (2d8+10 plus trip), 2 claws +18 (1d8+10)
Space 15 ft.; Reach 10 ft.
Statistics
Str 30 (+10) | Dex 16 (+3) | Con 22 (+6) | Int 2 (–4) | Wis 16 (+3) | Cha 10 (+0)
Base Attack Bonus +11
CMB +21 (+23 to trip)
CMD 34 (cannot be tripped except by creatures with superior reach)
Feats Improved Initiative, Power Attack, Weapon Focus (bite), Toughness, Stand Still
Skills Perception +15, Survival +13
Special Attacks Roar of Dominance (see below), Knockdown Bite
Special Qualities Relentless, Low-Light Vision, Darkvision
Special Attacks
Knockdown Bite (Ex):
When Agriotherium hits with its bite attack, the target must succeed on a DC 26 Strength check or be knocked prone. If the target is already prone, it takes an additional 2d6 damage.
Roar of Dominance (Ex) (1/day):
Agriotherium lets out a terrifying roar. All creatures of CR 5 or lower within 60 feet that can hear it must succeed on a DC 21 Will save or become shaken for 1 minute. Affected creatures can repeat the save each round to end the effect.
Special Qualities
Relentless (Ex):
Once per day, when reduced to 0 hit points, Agriotherium can drop to 1 hit point instead and gain 71 temporary hit points.
Combat
Agriotherium uses its Roar of Dominance to scatter or intimidate weaker foes before charging the strongest threat. It focuses on knocking down opponents with its powerful bite and then tearing them apart with its claws. When badly injured, it taps into its Relentless ability to surge back into the fight with renewed fury.
Ecology
Environment: Temperate plains and forested valleys
Organization: Solitary
Treasure: None
Agriotherium

This great beast looks like a bear with the proportions of a tiger. It runs towards you, a hungry gleam in its eyes.
Originally Posted by Shade of the En World forums.
On this Thread
Agriotherium is not a true bear, but rather a hemicyonid, close relatives of bears built for running. Rather than the omnivory of most bears, Agriotherium is a true carnivore, feeding mostly on the flesh of elephants, rhinos and other huge beasts, although it can and will scavenge and feed on fruits, grubs and honey. Agriotherium hunts in pairs or in small packs, and these groupings are very territorial–they are likely to view intrusions of humanoids into their ranges as a threat.
An agriotherium is 10 feet long and 6 feet tall at the shoulder, weighing around 2,200 pounds.
Agriotherium | |
Large animal | |
Hit Dice | 15d8+75 (142 hp) |
Initiative | +2 |
Speed | 50 ft. (10 squares) |
Armor Class | 18 (-1 size, +2 Dexterity, +7 natural), touch 11, flat-footed 16 |
Base Attack/Grapple | +11/+25 |
Attack | Claw+20 melee (1d10+10) |
Full Attack | 2 claws +20 melee (1d10+10) and bite +18 melee (1d12+5) |
Space/Reach | 10 ft./5 ft. |
Special Attacks | Ferocity, gnaw, improved grab, rend 2d10+15 |
Special Qualities | Dire, Low-Light Vision, Scent |
Saves | Fort +14, Ref +10, Will +10 |
Abilities | Strength 31, Dexterity 15, Constitution 21, Intelligence 2, Wisdom 12, Charisma 10 |
Skills | Listen +12, Spot +12 |
Feats | Alertness, Awesome Blow, Improved Bull Rush, Multiattack, Power Attack, Run |
Environment | Warm plains |
Organization | Solitary, pair, or pack (3-6) |
Challenge Rating | 9 |
Treasure | None |
Alignment | Always neutral |
Advancement | Advancement 16-24 HD (Large); 25-30 HD (Huge) |
Level Adjustment | – |
Combat
Agriotherium use pack tactics combined with their great speed and strength to catch prey, then savage it mercilessly with their fierce paws and teeth.
Dire (Ex): An agriotherium is considered to be a dire animal for the purposes of saving throws.
Ferocity (Ex): An agriotherium is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Gnaw (Ex): An agriotherium that hits with both claw attacks may make an immediate free bite attack. Additionally, it deals automatic bite damage every round it maintains a grapple.
Improved Grab (Ex): To use this ability, an agriotherium must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): If an agriotherium hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d10+15 points of damage.
Originally appeared in Dragon Magazine #167 (1991).