Large Beast, Lawful Neutral
Armor Class 16 Natural Armor
Hit Points 106 (10d12 + 5)
Speed 65 ft., Walk 50 ft., Climb 35 ft.
STR
13 (+1)
DEX
13 (+1)
CON
14 (+2)
INT
15 (+2)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +5, INT +6, WIS +7
Skills Acrobatics +5, Animal Handling +10, Medicine +7, Nature +11, Stealth +15, Survival +9
Damage Vulnerabilities Lightning
Damage Resistances Fire
Damage Immunities Cold
Condition Immunities Frightened, Invisible
Senses Darkvision, Truesight, Passive Perception 15
Languages Common, Druidic
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Special Trait Name: Truth hound 

Allows them to smell whether someone is honest or not. Can follow scents over 5 miles away

Spellcasting. The Akhlut is a 5-level spellcaster. The Akhlut has following Ranger spells prepared:
1st level (4 slots): Alarm, Detect Magic, Detect Poison and Disease, Hunter's Mark, Jump, Longstrider.

2nd level (5 slots): Animal Messenger, Beast Sense, Pass without Trace, Find Traps, Protection from Poison.

4th level (3 slots): Locate Creature

Actions

 Bite. Melee Attack. Melee Weapon Attack: +7 to hit, reach 1 ft., 1 target. Hit: 19 (2d10 + 5) piercing damage.

Claw. Melee Attack. +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 3) slashing damage.

Tail. Melee Attack. +10 to hit, reach 10 ft., two targets. Hit: 9 (1d10+ 7) bludgeoning.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Flip. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

 Half Wolf Half Orca Creature that lives in cold forests aquatic habitats. They are very rare and mysterious creatures that only show themselves to those they see worthy. They are solitary unless bearing young. They can smell the impurities of ones soul.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ArcticCoastalForestSwampUnderwater

TheDragonsVangaurd

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