Large Beast, Chaotic Evil
Armor Class 17 Natural
Hit Points 88 (12d10 + 10)
Speed 60 ft., Climb 40 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
15 (+2)
WIS
8 (-1)
CHA
7 (-2)
Saving Throws STR +8, DEX +6, CON +7
Damage Resistances Psychic
Damage Immunities Cold
Senses Tremorsense, Passive Perception 18
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Psonic Howl. The Amaroq unleases a howl that causes the air to vibrate around it strongly. Anyone in earshot (120ft) must make a STR save (DC 16). On a save, the creature takes half damage. On a fail, the creature takes 5d8 force damage.

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. 

Summon Storm. A pack of Amaroqs howl at the sky. A snow storm is summoned, with fierce winds and reducing visibility. The terrain becomes difficult. 

Actions

Multiattack. On its turn, the Amaroq makes 3 attacks.

Claw Attack. Melee Weapon Attack: +10 to hit, reach 5ft., 1 target. Hit:  10 (2d6 + 4) slashing damage. 

Bite. Melee Weapon Attack: +10 to hit, range 5ft., 1 target. Hit: 14 (2d8 + 6) peircing damage.

SwipeMelee Weapon Attack: 10 to hit, reach 5ft., 1 target. Hit: 16 (3d6 + 4) bludgeoning damage.

Reactions

Ground Sink. The Amaroq, if at under 20 HP, can sink into the ground to avoid a hit. It will reappear within 30 ft of the terrain. 

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.

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Amaroq is a bipedal wolf, with claws and savage teeth. It roams the lands once winter arrives. 

They sleep peacefully in mounds, typically found within a cave. They have a totem that is placed on top of their mound to keep them slumbering. If the totem is removed, they rise with the first snows, and hunt the return of their totem unrelentingly. If it is returned, they return to their mound and to sleep.

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: Forest

jessie98

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