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Mahoru

Large · Monstrosity · CR 3 · Unaligned

Armor Class
15 (natural armor)
Hit Points and Hit Dice
105 (14d10 + 28)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Size Large
Type Monstrosity
Alignment Unaligned
XP 700
Initiative Bonus +4

Movement

Walk 60 ft (18.3 m)
Swim 30 ft (9.1 m)
Climb 30 ft (9.1 m)
Crawl 30 ft (9.1 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Skills

Perception +3 Stealth +6

Traits

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

+6 to hit, reach 5 ft (1.5 m). Hit: 3d10+4 slashing damage.

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.

About Mahoru

Mahoru is a large monstrosity with a Challenge Rating of 3. It has a unaligned alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 105 hit points (derived from 14d10 + 28).

GM Tips: Using Mahoru

1 tips available

When using Mahoru in your D&D 5e campaign, consider these tactical approaches:

  • Pack Tactics Advantage: This creature has advantage on attack rolls when an ally is within 5 feet! Separate it from its pack or use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Player Guide: Facing Mahoru

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Pack Tactics: This creature has advantage when allies are nearby! Separate it from its pack. Use 'Fear' spells to scatter allies. Single-target encounters reduce its effectiveness.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Mahoru?
Mahoru has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Mahoru?
Mahoru is a Large Monstrosity, which affects how certain spells and abilities interact with it.

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