Mahoru
The mahoru can breathe air and water.
The mahoru has advantage on melee attack rolls against any creature that isn’t at maximum hit points.
The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell.
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
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.
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
Mahoru
Not yet described
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