These creatures are natives to my home-brew campaign and one Technic League Captain uses them as guard beasts. They first appeared in Dungeon #112.
Large beast, unaligned
Armour Class 14 (natural armour)
Hit Points 52 (7d10 + 14)
Speed 50 ft.
STR 20 (+5) DEX 15 (+2) CON 15 (+2)
INT 3 (-4) WIS 12 (+1) CHA 8 (-1)
Skills Perception +3, Stealth +6
Senses passive Perception 13
Challenge 3 (700 XP)
Keen Hearing and Smell. The tyrg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce. If the tyrg moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tyrg can make one bite attack against it as a bonus action.
Stunning Howl (1/long rest). A tyrg can emit a supernaturally loud howl. This mournful howl can be heard for miles, and any creature within 30 feet of the tyrg when it howls must make a Constitution DC 18 save or be stunned. A successful save cancels the affect. The tyrg is immune to the effects its own howl, but other tyres are not. This is the primary reason the creatures are not pack hunters.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft. , one target.
Hit: 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Claw. Melee Weapon Attack: +6 to hit , reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Thanks to Evet’s skill in breeding and taming Arkradenn’s team has access to tyrgs as guardian beasts. Tyrg’s are a supernatural cross between a wolf and a tiger.
The creature, not wholly tiger and not wholly wolf, has a white fur coat with grey, black, and tan spots. Its sleek stance is reminiscent of a great hunting cat’s, but its powerful, many fanged jaws are definitely canine in nature.