Amaru

Large monstrosity, neutral

Armor Class 18 (natural armor)
Hit Points 199 (19d10 + 95)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 21 (+5) 13 (+1) 19 (+4) 15 (+2)

Saving Throws Dex +7, Con +10, Int +6, Wis +9, Cha +7 Skills Insight +9, Perception +9
Damage Resistances lightning, thunder
Senses passive Perception 19
Languages Auran, Draconic
Challenge 15 (13,000 XP)

SPECIAL TRAITS

  • Legendary Resistance (2/Day). If the amaru fails a saving throw, it can choose to succeed instead.
  • Stormwing. While flying an amaru’s movement is unaffected by wind and weather conditions.

ACTIONS

  • Multiattack. The amaru makes three attacks: one with its bite and two with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
  • Claw. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
  • Call Lightning (Recharge 5-6). The amaru magically calls down a bolt of lightning from above to a point within 120 feet it can see. Each creature within 5 feet of that point must make a DC 18 Dexterity saving throw. A creature takes 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. Outdoors in stormy conditions, the increases to 49 (9d10) lightning damage.
  • Plane Shift (1/Day). The amaru and up to one willing rider travel to the Ethereal Plane, the Elemental Plane of Air or Earth, or back to the material plane. The amaru magically teleports to a general location it chooses, or to a teleportation circle sigil known to it.

LEGENDARY ACTIONS

The amaru can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.

  • Claw Attack. The amaru makes a claw attack.
  • Detect. The amaru makes a Wisdom (Perception) check.
  • Wing Attack (2 Actions). The amaru beats its wings. Each creature within 10 feet of the amaru must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The amaru can then fly up to half its flying speed.

ABOUT

Amarus are primal creatures who have flown the skies since ancient times. An amaru has a long, serpentine body, condor-like wings, four legs ending in dangerous talons, and a puma-like face. They can converse with humanoids, but rarely do so unless the petitioner can pique their curiosity or sympathy. An amaru may turn is wrath on the impudent or profane, or it may choose to guide and protect innocent beings. At other times, they seem as capricious and destructive as nature itself in its fury. It is difficult to bribe an amaru, as there are few things they truly need or covet. However, they are not above temptation if the prize is truly great.

Territorial. Amarus, much like dragons, create lairs in high places. Their territories are often near but not overlapping with those of their own kind. An amaru is unlikely to challenge a dragon unless enraged, but will without hesitation drive away most other intruders that threaten its domain. Amarus rarely amass coins, but may collect gems, pieces of art, or magic items. They live alone, entertaining only the most powerful and intriguing guests, if any.

Earth and Sky. Amarus are masters of the elemental forces of earth and air, able to fly through storms and even call down lightning. Their range extends even to the Ethereal and the elemental planes, where they sometimes lair.

Section 15: Copyright Notice

Latin American Monsters (5E) © 2021, Legendary Games; Authors Miguel Colon, Ismael Alvarez, Robert J. Grady, Jason Nelson.

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