Maero
Large monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 161 (17d10 + 68)
Speed 40 ft., climb 30 ft.
STR 21 (+5) · DEX 14 (+2) · CON 18 (+4) · INT 9 (−1) · WIS 14 (+2) · CHA 9 (−1)
Saving Throws Str +8, Con +7, Wis +5
Skills Perception +5, Survival +5
Damage Vulnerabilities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Common and Giant but can’t speak
Challenge 7 (2,900 XP)
Traits
Forest-Bound Regeneration. The māero regains 15 hit points at the start of its turn if it has at least 1 hit point and is within 30 feet of living plants. The māero doesn’t regenerate if it took fire damage since the end of its last turn or while it is in an area devoid of vegetation (such as stone halls or open water).
Savage Reconstruction. If the māero drops to 0 hit points while Forest-Bound Regeneration is active, its body collapses into severed pieces but remains faintly animate. At the end of its next turn, unless every piece has taken fire damage, the māero rises with 1 hit point and Forest-Bound Regeneration resumes.
Bush Stalker. The māero has advantage on Dexterity (Stealth) checks made in lightly or heavily obscured foliage. In such terrain, moving out of an enemy’s reach doesn’t provoke opportunity attacks.
Keen Smell. The māero has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The māero makes three attacks: two with its Claws and one with its Stone Club.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Stone Club. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.
Hurled Boulder. Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Bonus Actions
Crippling Pounce (Recharge 5–6). The māero leaps up to 20 feet to a space adjacent to a Large or smaller creature it can see. That creature must succeed on a DC 16 Strength saving throw or take 9 (2d8) bludgeoning damage and be knocked prone. Until the start of its next turn, the māero has advantage on melee attack rolls against the creature.
Reactions
Savage Swipe. When a creature enters a space within 10 feet of the māero, it makes one Claw attack against that creature.
Legendary Actions
The māero can take 2 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 māero regains spent legendary actions at the start of its turn.
Move. The māero moves up to half its speed.
Claw Attack. The māero makes one Claw attack.
Deafening Roar (Costs 2 Actions). Each creature of the māero’s choice within 20 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of that creature’s next turn.
Lore
Large, powerful cannibals with long black hair and sharp claws who live in the forests.
Maero is a species of wildman—akin to the Yeti or Sasquatch—yet famed for an especially brutal streak.
Maero are described as large, exceptionally strong humanoids, sometimes of gigantic stature that dwarfs any normal human. Locals speak of them as the wild folk of forest and mountain. Their bodies are draped in long, shaggy, dark-to-black hair that serves as a natural covering; though they shun clothing, they are occasionally seen wearing rough cloaks or raw hides.
From Oceanian Bestiary 5E, p. 46 · Fern Flower Press