Amarok

Amarok

Large monstrosity, neutral evil

5
Challenge Rating
1800 XP

The Amarok is a large arctic predator that strikes fear into the hearts of those who dare venture alone in the icy tundra. Towering over regular wolves, the Amarok is a solitary hunter, relying on its immense size and cunning to stalk and take down its prey.

With shaggy white fur and piercing blue eyes, the Amarok blends seamlessly with the snowy landscape, making it nearly invisible to its victims. It possesses powerful muscles and razor-sharp fangs, capable of delivering bone-crushing bites. The Amarok’s claws are adapted for traversing the treacherous icy terrain, allowing it to move swiftly and silently, always one step ahead of its prey.

The Amarok’s chilling howl resonates through the frozen wilderness, sending shivers down the spines of those who hear it. Legends tell of its ability to control the very cold, unleashing a freezing breath that can encase its victims in a layer of ice.

Fearful of encountering the Amarok, wise adventurers travel in groups and avoid venturing out alone in the darkness of the arctic night. Its presence serves as a reminder of the harsh and unforgiving nature of the wilderness, where only the strongest and most prepared can hope to survive an encounter with this legendary creature.

Special Abilities

Keen Hearing and Smell: The Amarok has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Arctic Camouflage: The Amarok has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

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

Actions

Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Cold Breath (Recharge 5-6): The Amarok exhales a blast of freezing cold air in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The Amarok can take up to 2 legendary actions at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.

  • Frost Aura: The Amarok releases a chilling aura, extending 10 feet around it for 1 minute. Any creature that starts its turn within this aura takes 4 (1d8) cold damage. The aura’s range increases to 15 feet at the start of the Amarok’s next turn.
  • Sudden Pounce: The Amarok lunges at a creature it can see within 30 feet. The target must succeed on a DC 14 Strength saving throw or be knocked prone and take 7 (2d6) bludgeoning damage.

Lore

The Stream

Armor Class: 15 (natural armor)
Hit Points: 97 (13d10+26)
Speed: 50 feet
str
+4
18
dex
+2
14
con
+2
14
int
-1
8
wis
+1
12
cha
+0
10
Proficiency Bonus: +3

Proficiencies

  • Perception +4
  • Stealth +4
  • Survival +3

Senses

  • Passive Perception: 14
  • Darkvision: 60′
Languages: understands Common and Giant, but can't speak
Environment: Arctic

Credits: Game Squires