Monster I’d Like to Fight: Mma’roq

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Mma’roq roam arctic wastelands usually accompanied by several packs of dire wolves. When mma’roq den, the dire wolves will vigilantly stand guard, fending off intruders. Mma’roq are relatively shy when encountering humanoids, quietly observing from a distance to assess whether or not they are threats to be dealt with.

Hunter’s Prize. Mma’roq pelts are highly sought after for their protective properties. As part of a long rest, if you have proficiency with weaver’s tools, you can use your tools to combine a mma’roq’s pelt and 200 gp in additional materials to create a special cape. While worn, it grants resistance to cold damage. Each dawn after taking cold damage while wearing the cape roll a d4. On a 1, the cape loses this property.

Blue Blood. Mma’roq’s blood can be prepared to create special dye that, when applied to a surface radiates cold. As part of a long rest, if you have proficiency with painter’s tools, you can use your tools to combine a mma’roq’s blood and 100 gp in additional materials to create a special dye. As an action, the dye can be applied to a melee weapon, permanently giving it a blue hue. Also, for the next hour, the weapon deals an extra 1d6 cold damage to any target it hits.

Mma’roq

Huge Monstrosity, Unaligned


Armor Class 13 (natural armor)

Hit Points 126 (12d12 + 48)

Speed 50 ft.

STRDEXCONINTWISCHA
20 (+5)12 (+1)18 (+4)7 (-2)12 (+1)8 (-1)

Skills Perception +4, Stealth +4

Damage Immunities cold

Senses darkvision 60 ft., passive Perception 14

Languages –

Challenge 6 (2,300 XP) 

Proficiency Bonus +3


Keen Hearing and Smell. The mma’roq has advantage on Wisdom (Perception) checks that rely on hearing or smell.

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

Rimestep. As the mma’roq moves, it leaves a trail of frozen ground behind it. The area becomes difficult terrain until the start of its next turn. When a creature moves into or within the area, it takes 3 (1d6) cold damage for every 5 feet it travels. Mma’roq and dire wolves are immune to this effect.

Actions


Multiattack. The mma’roq makes one Frostgore attack and one Iceclaw attack.

Frostgore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target Hit: 10 (1d10 + 5) cold damage. If the target is a Huge or smaller creature, it is grappled (escape DC 16).

Iceclaw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) cold damage and the target has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Wolfcall (1/Day). The mma’roq unleashes an ear-piercing howl, summoning 3 (1d4 + 1) dire wolves that appear in unoccupied spaces within 30 feet of it. The dire wolves act as allies of the mma’roq, last until they drop to 0 hit points, and they take their turns immediately after the mma’roq’s turn on the same initiative count.

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