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<title>Mahoru</title>
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<h1>Mahoru</h1>
<p><em>Large</em> <em>Monstrosity</em> <em>Unaligned</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 105 (14d10 + 28)</li>
<li><strong>Speed:</strong> walk 60 ft.</li>
<li><strong>Challenge Rating:</strong> 3 (700 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2023, page 260</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>18 (+4)</td>
<td>19 (+4)</td>
<td>14 (+2)</td>
<td>3 (-4)</td>
<td>12 (+1)</td>
<td>7 (-2)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> Perception +3, Stealth +6</li>
<li><strong>Damage Vulnerabilities:</strong> False</li>
<li><strong>Damage Immunities:</strong> False</li>
<li><strong>Damage Resistances:</strong> False</li>
<li><strong>Condition Immunities:</strong> False</li>
<li><strong>Senses:</strong> darkvision 60 ft., passive Perception 13</li>
<li><strong>Languages:</strong></li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>Amphibious:</strong> The mahoru can breathe air and water.</li>
<li><strong>Blood Frenzy:</strong> The mahoru has advantage on melee attack rolls against any creature that doesn't have all of its hp.</li>
<li><strong>Keen Sight and Smell:</strong> The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell.</li>
<li><strong>Pack Tactics:</strong> 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.</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Bite:</strong> 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.</li>
<li><strong>Roar:</strong> 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.</li>
</ul>
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