Large Monstrosity, Chaotic Neutral
Armor Class 16 (Natural Armor)
Hit Points 85 (10d10 + 20)
Speed 45 ft., Swim 60 ft.
STR
19 (+4)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws DEX +6, CON +5, WIS +6
Skills Athletics +7, Perception +6, Stealth +6
Damage Resistances Thunder
Damage Immunities Cold
Condition Immunities Frightened
Senses Blindsight 70 ft., Darkvision 40 ft., Passive Perception 16
Languages Druidic (Understands but cannot speak it), Winter Wolf
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Amphibious. The akhlut can breathe air and water.

Echolocation. The akhlut can't use its blindsight while deafened.

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

Frozen Heart. The akhlut gets a +1 bonus to all non-combat rolls when in extreme cold weather.

Actions

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.

Cold Breath (Recharge 5–6). The akhlut exhales an icy blast in a 20-­foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 28 (2d16) cold damage on a failed save, or half as much damage on a successful one.

 

Legendary Actions

The akhlut can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The akhlut regains spent legendary actions at the start of its turn.

Resonant Blast (Costs 2 Actions). The akhlut lets out a blast of sound in a 50-foot cone that is audible 800 feet away. Each creature in the cone must make a DC 16 Constitution saving throw. On a failed save, a creature takes 6d6 thunder damage and is deafened for 3 minutes. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 12d6 thunder damage instead of 6d6. Creatures and objects that are within a 5-foot radius of the akhlut also have a disadvantage on the saving throw and take 8d6 thunder damage.

Detect. The akhlut makes a Wisdom (Perception) check.

Description

The akhlut is said to be created when a druid is exiled to the frozen seas, taking the form of a killer whale with wolf-like features and only returning to the land to satiate its taste for blood and vengeance. If the smell of rotten flesh and cold sea salt surround you, there might just be an akhlut awaiting the moment to strike.

Previous Versions

Name Date Modified Views Adds Version Actions
2/28/2019 2:38:42 PM
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1
1
Coming Soon
2/28/2019 3:17:48 PM
9
1
1.1
Coming Soon

Monster Tags: Misc Creaturemonstrosity

Habitat: ArcticUnderwater

Quillspark

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