Keen Hearing and Smell. The wolf has advantage on Wisdom Perception checks that rely on hearing or smell.
Pack Tactics. The caragor has advantage on an attack roll against a creature if at least one of the caragor's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a large or smaller creature, it must succeed on a DC 15 Strength saving throw or be grappled by the caragor. If the target is prone, they automatically fail the saving throw.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage. The target must succeed on a DC 13 Strength saving throw or be knocked prone.
Maul (only usable on a creature grappled by the caragor). The caragor regains 1d10 hit points, and the target takes 1d20 piercing and 1d20 slashing damage and is knocked prone. If this attack kills the target, the caragor regains 2d10 hit points instead.
Description
Monstrous beasts of Mordor, caragors are far deadlier versions of wolves. Like wolves, they hunt in packs, targeting small patrols or lone prey, and quickly overpowering and mauling them. Despite their ferociousness, they are able to be tamed by more ferocious beings, the Uruks, and as such tamed caragors are used by Sauron's Uruk-hai armies as mounts for cavalry. However, they are dangerous and unpredictable even when tamed, and occasionally lash out and maul their caretakers unprovoked.
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