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