Echolocation. The Akhlut can't use its blindsight while deafened.
Hold Breath. The Akhlut can hold its breath for 30 minutes.
Keen Hearing. The Akhlut has advantage on Wisdom (Perception) checks that rely on hearing.
Pack Tactics. The Akhlut has advantage an attack roll against a creature if at least one of the Akhlut's allies is within 5 feet of the creature and the ally isn't incapacitated. This feature is lost if the Akhlut is a mount.
Ice Walk. The Akhlut can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Multiattack. The Akhlut makes 3 attacks, one with its bite or tail, and two with it's claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d4 + 4) piercing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 10 (1d12+4) bludgeoning damage. If the target then fails a Strength 14 DC save, they are then rendered prone.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (1d12+4) slashing damage.
Description
The Akhlut have no natural predators, and are at the top of the food-chain. They are also highly social, hunting in coordinated groups called gangs. While in these groups, they are able to take down bigger foes such as whales or even more dangerous and larger creatures. Whether on land or at sea, they work together and form surprisingly complicated plans with minimal communication. They can also be tamed, but it is very dangerous to do so, as the Akhlut will test and fight their 'would be tamer', feigning attacks and wounding others who interrupt their duel.
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