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Amarok

Also known as: Wolfen

Lupine humanoid that forms packs and hunts wilderness areas

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class15 (13)
Hit Dice2
Number Appearing1d6, Wild 3d6, Lair 3d6
Attacks2 claws or 1 weapon or 1 bite
Damage2d4 claw, by weapon +1, 1d6 bite
Movement30' Unarmored 40'
Save AsFighter: 2
Morale8
XP75
Treasure TypeQ, S each; D, K in lair

The Amarok is a lupine humanoid that forms packs and hunts wide ranges of wilderness areas. It speaks its own language of barks, growls, yaps, and howls. An amarok’s attitude mirrors that of wolves and is often rather aggressive towards other races. An amarok is substantially larger than a human, reaching a height of 7 to 8 feet when fully upright and a weight of about 300 pounds. It can have a wide variety of coat colors and patterns consisting of brown, black, gray, and white tones. Amaroki are often called “wolfen” by other races.

The amarok is an active predator, operating equally in day or night but generally preferring night. It hunts effectively in packs, flanking and surrounding prey.

Special Abilities

Darkvision: 30 feet range.
Strength: +1 bonus on damage rolls due to strength.
Pack Tactics: Hunts effectively in packs, flanking and surrounding prey.

Variants

Hardened Warrior (one out of every six amarok)

One out of every six amarok will be a hardened warrior. An amarok gains a +1 bonus to its morale if it’s led by such a warrior.

Hit Dice4
Damage2d4 claw, by weapon +2, 1d6 bite
XP240
Pack Leader (in lairs of 12 or greater)

In the lair, an amarok never fails a morale check as long as the pack leader is alive.

Hit Dice6
Damage2d4 claw, by weapon +3, 1d6 bite
XP500
Shaman (in lair (1-2 on 1d6))

A shaman is equivalent to a hardened warrior statistically, but with Clerical abilities of level 1d4+1.

Same stats as Hardened Warrior

Witch or Warlock (in lair (1 on 1d6))

A witch or warlock is equivalent to a regular amarok, but with Magic-User abilities of level 1d4.

Same stats as Amarok