Dingonek: The Fearsome Fang-and-Fin River Horror
The Dingonek is a saber-fanged, scale-plated creature that lurks in Africa’s deepest rivers, a beast of fang and fin that drags prey beneath the surface to feed on fear as much as flesh.

The Dingonek is a saber-fanged, scale-armored river cryptid — a prehistoric amphibious terror said to haunt the hidden waterways of Africa’s deepest jungles, where it drags hippos, crocodiles, and the unwary alike into blood-dark depths.
Appearance
The Dingonek’s body merges the power of a crocodile with the sinew of a jungle cat and the cold menace of a serpent. Its hide gleams with bronze-green scales that ripple like wet armor, while a spined dorsal ridge runs the length of its back to a muscular, whip-like tail. Its feline head bears two enormous saber-tusks, and its golden, slit-pupiled eyes gleam with predatory intelligence. Webbed claws and fin-frilled limbs propel it through water with eerie silence and unnatural grace.
Behaviour
A ruthless ambush predator, the Dingonek lies motionless beneath still water for hours, waiting for prey to approach. When it strikes, it erupts from the surface with a roar likened to both lion and thunder, dragging its victims under in a frenzy of claws and teeth. Territorial and vindictive, it attacks any creature that invades its domain, yet its cunning shows almost supernatural calculation — it chooses moments of maximum terror to strike.
Habitat
Dingoneks dwell in tropical rivers, jungle lakes, and swamp basins veiled in mist and shadow. They favor secluded waterways beneath drooping foliage, often claiming entire river stretches as their dominion. Many are rumored to haunt ancient flooded ruins or sacred pools tainted by old magic, their lairs strewn with bones, cracked canoes, and the relics of the dead.
Modus Operandi
The Dingonek hunts by ambush and intimidation. From below, it lashes with its tail to capsize small craft or ensnare swimmers, then pierces with tusks and constricts with its coils. In battle, it relies on sudden violence — thrashing water into chaos — before vanishing back into the depths. Some use mimicry, echoing animal cries or human screams to lure prey close.
Motivation
Ruled by hunger, dominance, and instinctive malice, the Dingonek defends its watery realm with unrelenting fury. It seems to feed on fear as much as flesh, drawn to the pulse of panic that shivers through water. In darker legends, demon-tainted specimens serve ancient river gods or Abyssal lords, embodiments of nature’s vengeance and chaos.
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Dingonek

Large Monstrosity (Cryptid), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 40 ft., swim 50 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 14 (+2) | 20 (+5) | 6 (–2) | 14 (+2) | 10 (+0) |
Saving Throws Str +10, Con +9, Wis +6
Skills Athletics +10, Perception +6, Stealth +6 (while in water)
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities frightened, paralyzed
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 16
Languages understands Abyssal and Common but rarely speaks
Challenge 10 (5,900 XP) Proficiency Bonus +4
Amphibious Predator
The Dingonek can breathe both air and water and has advantage on Dexterity (Stealth) checks made while submerged.
River’s Terror
When a creature starts its turn within 30 feet of the Dingonek while both are in water, that creature must succeed on a DC 16 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds is immune to this effect for 24 hours.
Momentum Charge
If the Dingonek moves at least 20 feet straight toward a creature and then hits it with a Bite on the same turn, the target must succeed on a DC 18 Strength saving throw or be knocked prone and dragged 10 feet underwater.
Actions
Multiattack
The Dingonek makes three attacks: one with its Bite, one with its Claws, and one with its Tail.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the Dingonek can’t bite another target.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 16 (3d8 + 3) bludgeoning damage, and the target must succeed on a DC 18 Strength saving throw or be knocked prone or pushed 10 feet (Dingonek’s choice).
Spine Spray (Recharge 5–6)
The Dingonek thrashes, launching a fan of razor-edged scales in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 28 (8d6) slashing damage on a failed save or half as much on a success. The area becomes clouded with blood and scales, granting the Dingonek advantage on Stealth checks there until the end of its next turn.
Bonus Actions
Drag Under (Recharge 4–6)
If the Dingonek has a creature grappled, it moves up to half its swim speed without provoking opportunity attacks and attempts to drown its prey. The grappled creature must make a DC 18 Strength saving throw or begin holding its breath (per suffocation rules).
Reactions
Thrash of the Depths
When a creature within 10 feet hits the Dingonek with a melee attack, the Dingonek makes a Tail attack against it. On a hit, the attacker must succeed on a DC 16 Strength saving throw or be knocked prone.
Legendary Actions
The Dingonek can take 2 legendary actions, choosing from the options below. It regains spent actions at the start of its turn.
- Detect. The Dingonek makes a Wisdom (Perception) check.
- Move. The Dingonek moves up to half its swim speed.
- Dreadful Roar (2 Actions). The Dingonek unleashes a guttural roar. Each creature of its choice within 60 feet that can hear it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Tactics
The Dingonek begins combat hidden beneath the surface, using Stealth and River’s Terror to sow panic before ambushing prey. It targets isolated or weak swimmers, using Tail and Bite to capsize boats and drag victims underwater. Against multiple foes, it thrashes the water with Spine Spray, then retreats to deeper currents to strike again. If cornered, it unleashes Dreadful Roar to scatter enemies and regain control of the battlefield.
Dingonek

Large Magical Beast (Aquatic) • Neutral Evil
XP: 9,600 XP (CR 10)
Init: +2; Senses: darkvision 60 ft., tremorsense 30 ft.; Perception +17
Aura: River’s Terror (30 ft., DC 16 Will to resist fear)
DEFENSE
AC: 27, touch 13, flat-footed 25 (+2 Dex, +14 natural, +1 size)
HP: 157 (15d10+90)
Fort: +13; Ref: +7; Will: +6
Defensive Abilities: Amphibious Predator, Momentum Charge
DR / Resistances / Immunities: DR 5/magic; immune to fear, paralysis
OFFENSE
Speed: 40 ft., swim 50 ft.
Melee: Bite +18 (3d8+6 plus grab), Claw +17 (2d8+5), Tail +17 (3d8+3; trip or push 10 ft.)
Special Attacks: Spine Spray (7d8 slashing, 30-ft. cone, DC 16 Reflex half; recharge 5–6), Drag Under (grappled creatures forced to hold breath, DC 18 Strength to resist), River’s Terror (fear aura, 30 ft., DC 16 Will)
Spell-Like Abilities: At will—Detect Magic, Control Water (DC 17); 1/day—Fear (DC 17, 30 ft., 1d4 rounds)
STATISTICS
Str 22, Dex 14, Con 22, Int 6, Wis 14, Cha 10
Base Atk +15; CMB +21; CMD 34
Feats: Multiattack, Improved Grab, Improved Initiative, Power Attack, Weapon Focus (Bite), Combat Reflexes
Skills: Perception +17, Stealth +12 (in water), Swim +20, Athletics +21
SPECIAL ABILITIES
Amphibious Predator (Ex): The Dingonek can breathe air and water and gains +4 on Stealth checks while submerged.
River’s Terror (Su): Creatures within 30 ft. of the Dingonek while both are in water must succeed on a DC 16 Will save or become shaken for 1 round. Success grants immunity for 24 hours.
Momentum Charge (Ex): When the Dingonek moves at least 20 ft. straight toward a target and hits with a Bite, the target is knocked prone and dragged 10 ft. unless it succeeds on a DC 18 Strength check.
Drag Under (Ex): The Dingonek can move at half its swim speed while grappling a target without provoking attacks of opportunity, forcing the target to hold its breath per suffocation rules.
Spine Spray (Su): A cone of razor-edged scales that deals 7d8 slashing damage (DC 16 Reflex half) in a 30-ft. cone. The clouded water grants the Dingonek +4 on Stealth checks until the end of its next turn.
TACTICS
Dingoneks are ambush predators, stalking deep rivers and jungle lakes while remaining submerged and hidden. They strike with Spine Spray to disorient groups, then isolate prey with Bite and Drag Under. Tail attacks are used to trip or push enemies, controlling positioning and preventing escape. They exploit fear and their aura to scatter foes, often retreating to deeper water if outmatched.
ECOLOGY
Environment: Tropical rivers, jungle lakes, and swamps
Organization: Solitary
Treasure: Standard
Behavior: Highly territorial and driven by hunger and dominance, Dingoneks are feared apex predators. Folklore often portrays them as guardians of sacred waters, feeding on both flesh and fear.
Dingonek

Larger and nearly as bulky as a hippo, this unusal creature bears the traits of many animals. Its head combines the features of a lioness and otter, but with long saberlike fangs. Its body is covered in the thick scales of an armadillo dotted with leopard-like spots. Its tail is long and thick, while its legs end in reptilian claws.
Originally Posted by Shade of the En World forums.
Dingoneks are among the most feared creatures in warm areas near water. More than a match for crocodiles and hippopatami, and with a temper to match the latter, these carnivores are fearless and fast. In fact, some local humanoids have coined the phrase “brave as a dingonek” to indicate stupidly fearless and aggressive behavior.
A dingonek is 15 feet long and weighs 4 to 5 tons.
| Dingonek | |
| Large magical beast | |
| Hit Dice | 8d10+40 (84 hp) |
| Initiative | +5 |
| Speed | 30 ft. (6 squares), Swim 30 ft., burrow 15 ft. |
| Armor Class | 17 (-1 size, +1 Dexterity, +7 natural), touch 10, flat-footed 16 |
| Base Attack/Grapple | +8/+19 |
| Attack | Bite +14 melee (2d8+7) or tail slap +14 melee (2d8+10) |
| Full Attack | Bite +14 melee (2d8+7) and 2 claws +12 melee (2d6+3) and tail slap +12 melee (2d8+10) |
| Space/Reach | 10 ft./5 ft. |
| Special Attacks | Head butt, pounce, powerful charge, tail sweep |
| Special Qualities | Darkvision 60 ft., Low-Light Vision, tremorsense 60 ft. |
| Saves | Fort +11, Ref +7, Will +3 |
| Abilities | Strength 24, Dexterity 13, Constitution 20, Intelligence 2, Wisdom 12, Charisma 6 |
| Skills | Listen +7, Spot +6, Swim +15 |
| Feats | Improved Initiative, Multiattack, Power Attack |
| Environment | Warm plains and forests (rivers) |
| Organization | Solitary or pair |
| Challenge Rating | 6 |
| Treasure | None |
| Alignment | Always neutral |
| Advancement | 9-16 HD (Large); 17-32 HD (Huge) |
| Level Adjustment | – |
Combat
Dingoneks prefer to charge prey, using its bulk as a massive ram. It is a swift burrower, know to dig a shallow hole to prepare an ambush or to burst into campsites or villages. Dingoneks are also strong swimmers, making escape difficult and directing their attention the best tactic for Survival.
Head Butt (Ex): When a dingonek charges, it may make a head butt attack at its full attack bonus which deals 2d10+7 points of bludgeoning damage. The victim must also succeed on a DC 21 Fortitude save or be stunned for 1d2 rounds. The save DC is Strength-based.
Pounce (Ex): If a dingonek charges a foe, it can make a full attack, including a head butt attack.
Powerful Charge (Ex): When a dingonek charges, its claw attacks deal 4d6+6 points of damage.
Tail Sweep (Ex): A dingonek can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 20 feet extending from an intersection on the edge of the dingonek’s space in any direction. Medium or smaller creatures within the swept area take automatic tail slap damage (DC 21 Reflex half). The save DC is Strength-based.
Skills: A dingonek has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Dragon Magazine #122 (1987).
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