Mahoru

Large monstrosity, Unaligned

Armor Class

15 (natural armor)

Hit Points

91 (14d8+28)

Speed

walk 10 ft., swim 60 ft.

Skills

Perception +3, Stealth +6

Senses

darkvision 60 ft.

Languages

-

Challenge

3

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