Large Beast, Lawful Neutral
Armor Class 15 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 60 ft.
STR
16 (+3)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +6, DEX +6
Skills Athletics +6, Perception +5, Stealth +6
Senses Darkvision 120 ft., Passive Perception 15
Languages Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Hearing and Smell. The amarok has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Shadow Camouflage. The amarok has advantage on Dexterity (Stealth) checks made in dim light or darkness.

Evasion. If the amarok is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Pounce. If the amarok moves at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone.

Surprise Attack. If the amarok surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Multiattack. The amarok makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3) slashing damage.

Reactions

Evade. The amarok adds 3 to his AC against one attack that would hit it. To do so, the amarok must see the attacker.

Description

An amarok, or amaroq, is a gigantic wolf in Inuit mythology, said to stalk and devour any person foolish enough to hunt alone at night. Unlike wolves who hunt in packs, amaroks hunt alone.

Habitat: ForestGrasslandHillMountainUnderdark

zeearrgun

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