Fey Beast
An amarok is considered both a magical beast and fey for purpose of effects and abilities. It can travel between the Material Plane and a corresponding Feywild location, though it takes 1d4 hours of passing through forest or another relatively concealed natural environment.
Part of the Story
An amarok’s mythic nature prevents people who meet it from perceiving a talking animal that is capable of taking upright posture as anything out of the ordinary. Instead they react as if it was any other stranger met in the forest, making their initial reaction indifferent unless they have reason to be hostile to strangers, or because the bad wolf’s previous or current actions altered their attitude. An amarok using surge to augment one of its Bluff, Diplomacy, Disguise, or Intimidate checks can roll twice and pick the better result for the check.
Multiattack: An amarok has three attacks, a bite and two claw attacks.
Aggressive Bite: Bite attack +11 (1d6+7 and Grab)
Rending Claws: 2 Claw Attacks +11 (1d4+7)
Maul: On a failed Strength (Athletics) or Dexterity (Acrobatics) check to escape the Grab, an amarok can automatically bite down harder for an additional 2d6 damage. The DC to escape also goes up by 2 each time - original is 15.
An amarok has six Legendary Action points it can use during the course of a day.
Bottomless Stomach
An amarok can spend one use of its Legendary Actions as a full-round action that provokes attacks of opportunity to swallow an adjacent pinned or helpless creature of the same or smaller size, transferring the victim to an extraplanar pocket that can hold up to eight creatures at the same time. The creatures remain helpless and in temporal stasis until released. An amarok can cough up a single creature of its choice as a full-round action.
All the creatures are freed if the amarok is targeted by the freedom spell or a similar effect, or is reduced to below 0 hit points.
Expedited Fey Step
An amarok can spend 1 use of its Legendary Actions to travel between the Material Plane and The Feywild in three rounds instead.
Shadows of Moil: Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Description
An amarok is a cunning and malicious monster that roams haunted forests, crossing the border between the Feywild and the mortal realms to stalk fey and humanoids alike. While it is a magical wolf, it can assume an upright, if grotesque posture, and it can manipulate objects with its paws as well as any humanoid. It has a taste for flesh of sapient beings, be they fey, mortals, or awakened animals.
Lair and Lair Actions
A deep cave in the heart of the mountains that seems to be almost unnaturally dark. The air is thick with the smell of death, as well as something else... something not quite right. Tension hangs in the air like a velvet shroud, as if the shadows themselves are waiting - and watching.
Lair Actions
On initiative count #15, the amarok takes a lair action to cause one of the following effects; the amarok can’t use the same effect two rounds in a row:
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Light Changing - Magical darkness floods the cavern, blocking normal and darkvision, etc.
- Summon Shadow Wolf - The lair can generate 1d4 shadow wolves to assist the amarok in subduing its prey.
Regional Effects
The region containing a legendary amarok’s lair is twisted by the presence of the Feywild's energy, which creates one or more of the following effects:
- Ancient fey trees will begin to grow at a rapid pace around the pair to protect it. These trees can serve as pocket doorways into the Feywild, thus allowing small Fey creatures to enter this plane.
- Travelers within 10 miles of the lair begin to lose their sense of direction. Within 5 miles, they must roll a Wisdom save (DC 15) or begin to forget where they are going and why.
If the amarok dies, these effects fade over the course of 1d10 days.
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