Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
-
Environments
Traits
Amphibious
The mahoru can breathe air and water.
Blood Frenzy
The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points.
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 slashing damage.
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
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 91 hit points (derived from 14d8+28).
Mahoru has communication capabilities including -. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Mahoru
2 tips available
GM Tips: Using Mahoru
When using Mahoru in your D&D 5e campaign, consider these tactical approaches:
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Aquatic Combat: This creature can swim at 60 ft. It has advantage in water environments. Consider fighting on land or using water-based spells against it.
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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
2 strategies available
Player Guide: Facing Mahoru
When your party encounters this creature, keep these strategies in mind:
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Aquatic Combat Defense: This creature can swim at 60 ft! It has advantage in water. Fight on land if possible. Use 'Control Water' or drain water sources to limit its mobility.
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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
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
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.
- What languages does Mahoru speak?
- Mahoru can communicate in -.
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Related D&D 5e Content
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