Mahoru

Mahoru

Large monstrosity, unaligned
  • Armor Class 15 (natural armor)
  • Hit Points 91 (14d8+28)
  • Speed 10 ft., swim 60 ft.
  • STR
    18 (+4)
  • DEX
    19 (+4)
  • CON
    14 (+2)
  • INT
    3 (-4)
  • WIS
    12 (+1)
  • CHA
    7 (-2)
  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 3 (700 XP)
  • Amphibious. The mahoru can breathe air and water.
  • Keen Sight and Smell. The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell.
  • Pack Tactics. The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Blood Frenzy. The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points.

Actions

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.
  • Roar. When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours.
  • Vorpal Bite. a mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:

    1-2: right hand

    3-4: left hand

    5-6: right food

    7-8: left foot

    9: right forearm

    10: left forearm

    11: right lower leg

    12: left lower leg

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All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.