Keen Sight and Smell. Algaroths have advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. Algaroths have advantage on attack rolls against a creature if another Algaroth is within 10ft of it and is not incapacitated.
Multiattack. The Algaroth makes two attacks with its claws. If both hit it may use its bonus action to bite with its tusk filled mouth.
Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d8 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage.
Description
Algaroths are surface dwelling versions of Quaggoths. They are large creatures, standing almost 8 feet tall despite their stooped posture. Algaroths look like brown-furred version of their Underdark cousins. They have goat like faces, with curling ovine horns jutting from the side of their heads. Large tusks jut from their lower jaws. They have long claws that are tipped with a deadly poison. They are pack animals and are rarely found in groups of less than 6. A typical pack is usually lead by a stronger (max hit points) male. They communicate via a basic language similar to that of the Yeti, made up of growls, grunts and hoots. Despite their low intelligence they are cunning hunters.
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