“Amphicyon: The Primeval Bear-Dog of Silent Forests”
“Amphicyon, the fearsome ‘bear-dog,’ prowls ancient forests with wolf-like cunning and bear-like strength, its jagged fangs and crushing jaws leaving only echoes of terror in its wake.”

A hybrid of bear and wolf, the Amphicyon prowls forests and open woodlands with bone-crushing strength and predatory cunning, leaving trails of terror and shredded prey.
Appearance
Amphicyon is a large, muscular quadruped, standing roughly shoulder-high to a bear, with limbs built for grappling and power rather than speed. Its broad skull houses jagged, bone-crushing teeth, and keen amber eyes give an intelligent, calculating gaze. Coarse, mottled gray-brown fur covers its thick body, while clawed paws and flexible shoulders convey raw, bear-like strength. The overall impression is a predator both primal and cunning.
Behaviour
Typically solitary or in small family groups, Amphicyon is a patient, deliberate ambush hunter. It observes and stalks prey with intelligence and restraint, striking with explosive force. Opportunistic scavenging occurs when the chance arises, and territorial aggression is displayed fiercely when challenged. Its demeanor combines wolf-like cunning with bear-like ferocity.
Habitat
Amphicyon favors dense forests, river valleys, and open woodlands, often near water sources frequented by prey. Its adaptable nature allows it to patrol expansive territories, marking and defending them aggressively.
Modus Operandi
This predator hunts primarily by stealth and ambush, silently tracking prey before unleashing overwhelming force. Powerful jaws and forelimbs can immobilize animals or foes, while bone-crushing precision ensures swift kills. When threatened, it may bluff with displays, charge with brute strength, or retreat strategically to conserve energy.
Motivation
Instinct and hunger drive the Amphicyon. It seeks sustenance, dominance, and survival within its territory. Its intelligence enables problem-solving in hunting and navigating threats, making it a relentless predator and formidable contender in its environment.
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Amphicyon

Large Beast, Unaligned
Armor Class: 14 (Natural Armor)
Hit Points: 102 (12d10 + 36)
Speed: 40 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 14 (+2) | 17 (+3) | 4 (−3) | 14 (+2) | 7 (−2) |
Saving Throws: STR +8, CON +6, WIS +5
Skills: Perception +5, Stealth +5
Damage Resistances: bludgeoning from nonmagical attacks
Senses: Darkvision 60 ft., Passive Perception 15
Languages: —
Challenge: 5 (1,800 XP)
Traits
Keen Smell. Advantage on Wisdom (Perception) checks that rely on smell.
Ambush Predator. If the Amphicyon surprises a creature or attacks from hiding, it deals an extra 7 (2d6) damage on its first bite attack.
Multiattack. It makes two attacks: one with its Bite and one with its Claw.
Pounce. If the Amphicyon moves at least 20 ft. straight toward a creature and hits with a claw attack, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Amphicyon can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 18 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d6 + 5) slashing damage.
Roaring Howl (Recharge 5–6). The Amphicyon lets out a terrifying roar. Each creature of its choice within 30 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Reactions
Riposte. When a creature the Amphicyon can see hits it with a melee attack, the Amphicyon can make one claw attack against that creature.
Tactics
They rely on stealth and ambush, striking first with claws to knock targets prone before finishing with a crushing bite. They use terrain to their advantage, preferring cover and forests to approach undetected. In groups, they attempt flanking maneuvers and separate foes, while their Roaring Howl can break enemy morale. They fight intelligently for a beast, retreating only when heavily injured or outnumbered.
Amphicyon

This hulking, wolf-faced beast lumbers through the trees on thick, muscular limbs. Its amber eyes gleam with cunning hunger as it lowers its head to sniff the air.
Amphicyon CR 6
XP 2,400
N Large animal
Init +2; Senses low-light vision, darkvision 60 ft., scent; Perception +12
Aura terrifying presence (30 ft., DC 16)
DEFENSE
AC 18, touch 11, flat-footed 16 (+5 natural, +2 Dex, +1 size)
hp 85 (10d10+30)
Fort +10, Ref +6, Will +4
Defensive Abilities hard hide (+2 natural armor), evasion
OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +13 (2d8+5 plus grab), 2 claws +11 (1d8+5)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, trip, ambush strike (+2d6), terrifying presence (DC 16)
Spell-Like Abilities —
STATISTICS
Str 21, Dex 14, Con 17, Int 2, Wis 14, Cha 7
Base Atk +10; CMB +15; CMD 28 (30 vs. trip)
Feats Cleave, Improved Initiative, Improved Natural Attack (bite), Multiattack, Power Attack
Skills Perception +12, Stealth +10, Survival +8; Racial Modifiers +4 Perception (scent)
SQ keen smell
Languages —
SPECIAL ABILITIES
Ambush Strike (Ex)
When the Amphicyon attacks a flat-footed or surprised creature, it deals an additional +2d6 precision damage on its first attack.
Grab (Ex)
If the Amphicyon hits with its bite, it can attempt to start a grapple as a free action without provoking an attack of opportunity.
Keen Smell (Ex)
The Amphicyon gains a +4 racial bonus on Perception checks that rely on smell.
Pounce (Ex)
When the Amphicyon charges, it can make a full attack at the end of its charge.
Terrifying Presence (Su)
Creatures within 30 feet that can see the Amphicyon must succeed at a DC 16 Will save or be shaken for 1 round. A creature that successfully saves is immune to this Amphicyon’s terrifying presence for 24 hours. The save DC is Wisdom-based.
Trip (Ex)
If the Amphicyon hits with a claw or bite attack, it can attempt to trip its target as a free action without provoking an attack of opportunity.
TACTICS
Before Combat
It stalks its prey for hours, moving silently and circling to approach from downwind. It prefers ambushes from cover or elevated ground.
During Combat
The Amphicyon begins combat with a charge and pounce, using its claws to knock prey prone before sinking in its jaws. It uses its terrifying presence to scatter groups, isolating weaker targets, and relies on its grab ability to pin down a single foe while warding off others with cleaving blows.
Morale
Driven by hunger rather than malice, it retreats if gravely injured (reduced below 25% of its hit points) or if prey escapes its immediate grasp.
ECOLOGY
Environment temperate or subtropical forests, river valleys, and open woodlands
Organization solitary, pair, or family (2–3)
Treasure none
DESCRIPTION
A distant cousin to both wolf and bear, the Amphicyon is a primeval predator known for its cunning and brute power. It combines the patience of a stalking hunter with the sheer physical strength to bring down creatures much larger than itself. Its diet consists of deer, elk, and other large beasts, though it is not above scavenging. Despite its intelligence being low, its hunting instincts are sophisticated, often involving ambush patterns and the use of terrain to trap prey.
Legends among hunters claim that forests haunted by Amphicyons grow eerily quiet before dusk—only to erupt with a single, shattering roar that marks the moment the beast strikes.
Amphicyon

This creature somewhat resembles a bear, but its tail is heavier, its neck thicker, and its mouth more wolflike than ursine. Its body is almost leonine.
Originally Posted by Shade of the En World forums.
Neither bears nor dogs, the amphicyon shares traits of both. Unlike its omnivorous cousins, an amphicyon is a powerful carnivore.
These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial.
| Amphicyon (Bear Dog) | |
| Large animal | |
| Hit Dice | 7d8+28 (59 hp) |
| Initiative | +1 |
| Speed | 40 ft. (8 squares) |
| Armor Class | 15 (–1 size, +1 Dexterity, +5 natural), touch 10, flat-footed 14 |
| Base Attack/Grapple | +5/+17 |
| Attack | Claw +12 melee (1d8+8) |
| Full Attack | 2 claws +12 melee (1d8+8) and bite +7 melee (3d6+4) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Trip |
| Special Qualities | Low-Light Vision, Scent |
| Saves | Fort +9, Ref +6, Will +3 |
| Abilities | Strength 27, Dexterity 13, Constitution 19, Intelligence 2, Wisdom 12, Charisma 6 |
| Skills | Listen +5, Spot +7, Swim +12 |
| Feats | Endurance, Improved Natural Attack (Bite), Run, Track |
| Environment | Temperate plains |
| Organization | Solitary or pair |
| Challenge Rating | 4 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 8-12 HD (Large), 13-16 HD (Huge) |
| Level Adjustment | – |
COMBAT
An amphicyon attempts to grab prey with its powerful claws and then sink its powerful jaws into the neck or ribcage to finish it off.
Trip (Ex): An amphicyon that hits with its bite attack can attempt to trip the opponent (+x check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the amphicyon.
Skills: An amphicyon has a +4 racial bonus on Swim checks.
Originally found in Dragon #167, “Back To the Age of Mammals”, David Howery, 1991.
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