Deathbellow Raider
Deathbellow Raider
The hordes of ferocious minotaurs that live in the mountain ranges of the borderlands just past Akros are a constant concern for the city. Though Akros has the best-trained army of any polis, the minotaurs remain a threat even to them, though more for their sheer size and strength than any tactical capabilities. The minotaurs' inherently violent nature keeps them separated through in-fighting, making them more of a threat to traders and patrols than the polis itself.
But even though the minotaurs may not have a formal hierarchy, their forces still follow a loose organizational structure, once based more on the method of combat than individual skill or capability. And while dozens of "positions" are known to exist within this structure, few can strike fear into the hearts of men as well as the deathblow raider.
Armor Class | 14 (natural armor) | ||
---|---|---|---|
Hit Points | 10d10+4 | ||
Speed | 40 ft. | ||
Strength | 22 (+6) | ||
Dexterity | 10 (+0) | ||
Constitution | 18 (+4) | ||
Intelligence | 5 (-3) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Senses | Darkvision 60 ft. | Passive Perception 12 | |
Languages | Abyssal | ||
Challenge | 5 (1,800 XP) | ||
Special 1 | Charge | If the minotaur moves at least 10 feet straight toward a target | and then hits it with a gore attack on the same turn, |
the target takes an extra 2d8 piercing damage. | If the target is a creature, it must succeed on | a DC 17 Strength saving throw or be pushed up | to 10 feet away and knocked prone |
Special 2 | Destructive | The minotaur can't take the Disengage or Hide action | |
Special 3 | Fortitude | If damage reduces the minotaur to 0 hit points, | it must make a Constitution saving throw |
with a DC of 5 + the damage taken, | unless the damage is from a critical hit. | On a success, the minotaur drops to 1 hit point instead | |
Special 4 | Labyrinthine Recall | The minotaur can perfectly recall any path it has traveled | |
Action 1 | Multiattack | The minotaur makes two attacks: | one with its gore and one slam, |
or two slam attacks | |||
Action 2 | Gore | Melee Weapon Attack | d20+9 to hit |
Reach 5ft., one target | Hit 2d8+6 piercing damage | ||
Action 3 | Slam | Melee Weapon Attack | d20+9 to hit |
Reach 5 ft., one target | Hit 2d10+6 bludgeoning damage | ||
Action 4 | Rage (1/day) | The minotaur enters a frenzied rage for 1 minute. | For the duration of the rage, |
the minotaur has an advantage on all attack rolls | and is immune to being charmed or frightened, | all attack rolls against the minotaur have an advantage, | and the minotaur must use its actions on each of its turns |
to attack the nearest possible creature. | This rage ends early if the minotaur is knocked unconscious or killed |
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