Mahoru
Large Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 105 (14d10 + 28)
Speed walk +60
Challenge 3
Skills Stealth +6, Perception +3
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities False
Senses darkvision 60 ft., passive Perception 13
Languages —
Special Abilities
Amphibious. The mahoru can breathe air and water.
Blood Frenzy. The mahoru has advantage on melee attack rolls against any creature that doesn't have all of its hp.
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.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage. If the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or the mahoru bites off one of the target's limbs. A creature is immune to this effect if it is immune to slashing damage.
Roar. The mahoru roars while above water or emits a loud, low thrum while underwater. Each creature within 30 feet of the mahoru that can hear the roar or thrum must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that fails the saving throw by 5 or more is also paralyzed until the end of its next turn. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Roar of all mahoru for the next 24 hours.
Source: Tome of Beasts 2023 · OGL/Open