Mahoru

“I saw no more terrible beast on all my journeys north than the mahoru. The white bears had their aloof majesty, the lindwurm serpentine grace, but the monster that gnawed away the pack ice beneath our feet and savaged any who fell into the water was a thing of nightmare. The men it snatched were torn apart, like rags in the mouth of a rabid dog.”

A hybrid of fish and mammal, a mahoru is eight feet long and looks like a small orca with a serpentine neck and seal-like head.

Valuable Teeth and Fur. Their heavy jaws are filled with triangular, serrated teeth adept at tearing flesh and sundering bone. Their white and black fur is highly prized for its warmth and waterproof qualities. Their pectoral fins feature stubby, claw-tipped paws. Skraeling use the mahoru’s fangs to make arrowheads or tooth-studded clubs, and the mahoru is a totem beast for many northern tribes.

Iceberg Hunters. Relatives of the bunyip, mahoru prowl northern coasts and estuaries, hunting among the fragmenting pack ice each summer. They lurk beneath the surface, catching swimmers chunks or lurching up onto the ice to break or tilt it and send prey tumbling into the water. When necessary, they stalk beaches and riverbanks in search of carrion or unwary victims.

Work in Pairs and Packs. Mahoru work together in mated pairs to corral everything from fish and seals to larger prey like kayaking humans and even polar bears. They gnaw at ice bridges and the frozen surface of lakes and rivers to create fragile patches that plunge unwary victims into their waiting jaws.

Mahoru

Large monstrosity, unaligned

Armor Class 15 (natural armor)

Hit Points 91 (14d8 + 28)

Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +6

Senses darkvision 60 ft., passive Perception 13

Languages

Challenge 3 (700 XP)

Amphibious. The mahoru can breathe air and water.

Keen Sight and Smell. The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell.

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

Blood Frenzy. The mahoru has advantage on melee attack rolls against any creature that isn’t at maximum hit points.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.

Roar. When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become Frightened until the end of the mahoru’s next turn. If the target fails the saving throw by 5 or more, it’s also Paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours.

Vorpal Bite. A mahoru’s saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:

1d12 Result
1-2 right hand
3-4 left hand
5-6 right foot
7-8 left foot
9 right forearm
10 left forearm
11 right lower leg
12 left lower leg