Medium-Sized Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +4 (Dex)
Speed: 40 ft., climb 20 ft.
AC: 15 (+4 Dexterity, +1 natural)
Base Attack/Grapple: +3/+5
Attacks: Bite +7 melee (1d6+2), 2 claws +5 melee (1d3+1)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Telepathy, illusion resistance
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 14, Dex 18, Con 13, Int 11, Wis 16, Cha 10
Skills: Balance +8, Climb +6, Hide +4, Jump +6, Listen +4, Move Silently +10
Feats: Weapon Finesse, Multiattack
Climate/Terrain: Temperate mountain/forest
Organization: Group (3-8) or Pack (12-48)
Challenge Rating: 2
Alignment: Usually lawful neutral
Advancement: 4-5 HD (Large)
The Sybarl is a mountain lion-like creature with inborn mental powers. They are slightly less than four feet in length, weigh around 110 pounds, and covered in smooth yellow or tan colored fur. They have six legs, four of which are used for balance, with the front two legs terminating in razor-sharp claws.
Sometimes referred to as "the Hundred-Headed Beast," Sybarl are capable of wordless communication with each other. This allows them to fight with alarming coordination and speed.
Sybarl packs live in isolated mountainous areas. They will hunt almost any prey, including humanoids, that enters their territory. In fact, Sybarl packs have been known to pursue fleeing explorers for miles. Though they do not engage in trade or commerce, they seem to have some concept of wealth, gathering gems and pieces of art for their stashes. These stashes serve both as a symbol of the pack's success and as bait for greedy adventurers.
Sybarl can understand (but not speak) Common, as well as any regional languages spoken near their home territories.
As they are relatively weak on their own, Sybarl always hunt in packs, and will flee if caught alone. They lure adventurers into ambushes using treasure or captives as bait. Once they have found their prey, they use their spell-like abilities to weaken their victims before launching their attacks. Sybarl attack in concert, with one or two distracting the prey while the rest strike the rear and flanks.
Telepathy (Ex): A Sybarl can communicate wordlessly with any other Sybarl within 100 yards.
Spell-Like Abilities (Sp): Though they have minimal magic ability on their own, a group of Sybarl can combine their abilities to cast powerful magic. Three Sybarl acting together can cast confusion and hallucinatory terrain, each once per day. Five Sybarl can cast shadow evocation once per day, and ten Sybarl can cast reverse gravity once per day. To use an ability, the Sybarl must be able to communicate telepathically, and each must use a standard action. These spells are cast at 14th level.
Illusion Resistance (Ex): Since a Sybarl colony essentially shares all the information known by each member, they are difficult to fool. As long as there are at least two Sybarl present, they gain a +6 bonus to any saves to ignore illusions.
Skills: Sybarl receive a +4 bonus to Hide and Move Silently and a +8 bonus to Balance checks.
As would be expected, Sybarl society is very close knit. A Sybarl pack generally consists of 12-48 members, although packs numbering in the hundreds have been recorded in remote areas. Packs only separate to hunt, and a hunting group is always at least three members. Departure from the pack is a death sentence, so unlike other pack hunters, Sybarl never leave voluntarily and are seldom cast out.
Due to their telepathic bonds, there is no real concept of leadership among the Sybarl. Most decisions are made by the entire pack. There is competition between the packs to accumulate the greatest wealth, but Sybarl have never been known to attack or steal from other packs. Generally, rival packs avoid each other.
Mating is highly regimented, only occurring every three years. Despite the advantages granted by a larger pack, Sybarl restrict pact size to ensure that every member is well fed. The Sybarl gestation period is six months, with 1-3 young born to every female. Sybarl cubs are kept hidden in special caves, guarded by the pack elders.
Sybarl live an average of 30 years. They gain their telepathic abilities between 6 and 12 months, and reach full maturity at 7 years. Sybarl hunt from 7 until around 20, at which point they retire from hunting. These elders guard the treasure horde and the caves of maturing.