Mahoru

Large Monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 91 (14d8+28)

Speed swim +60, walk +10

Challenge 3

STR
18
+4
DEX
19
+4
CON
14
+2
INT
3
-4
WIS
12
+1
CHA
7
-2

Skills stealth +6, perception +3

Senses darkvision 60 ft., passive Perception 13

Languages -

Special Abilities

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

Source: Tome of Beasts · OGL/Open