Kragma Warcaller
The Kragma herd are minotaurs that prefer to live their lives in the mountains west of the Nessian Wilds, venturing out from their mountain strongholds only to search for food or a fight. Each raiding party is led by a Warcaller, a minotaur warrior that has proven themselves in battle, and for their efforts been blessed by Mogis.
The blessing of the Warcallers drives other minotaurs to madness in battle, heightening the already powerful meat-hunger they feel when the scent of blood is on the air. Minotaurs serving under a Warcaller are guaranteed to be fast and lethal, striking harder so that they can kill and eat their prey as soon as possible.
Calm Among the Storm The Warcallers themselves are immune to their own blessings, relying only on the strength that first earned them Mogis' attention. While the warriors that serve under the swarm their enemies, ripping and tearing with weapons and bare hands, Warcallers remain unnervingly calm, especially for a minotaur. This calm allows them to strategize in a way that many other minotaurs are lacking, letting them put their raging warriors to the best possible use.
Warcallers are not, however, immune to the frenzied aura of another Warcaller. In fact, for a Warcaller, being driven to a rage by the aura of another is a grievous insult. When Warcallers have a dispute, they enter into a ritualized form of one-on-one combat. There, facing no enemy but themselves, their dueling auras drive each other into a terrifying and deadly madness, which eventually leaks to the other minotaurs in attendance. A battle between two warcallers always ends in the death of another, with the winner taking the warriors of the loser as his own, but only those whose strength he admires, The others are forfeit as food to the allies of the victor.
Kragma Warcaller
The Kragma herd are minotaurs that prefer to live their lives in the mountains west of the Nessian Wilds, venturing out from their mountain strongholds only to search for food or a fight. Each raiding party is led by a Warcaller, a minotaur warrior that has proven themselves in battle, and for their efforts been blessed by Mogis.
The blessing of the Warcallers drives other minotaurs to madness in battle, heightening the already powerful meat-hunger they feel when the scent of blood is on the air. Minotaurs serving under a Warcaller are guaranteed to be fast and lethal, striking harder so that they can kill and eat their prey as soon as possible.
Armor Class | 15 (natural armor) | ||
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Hit Points | 14d10+5 | ||
Speed | 40 ft. | ||
Strength | 21 (+5) | ||
Dexterity | 11 (+0) | ||
Constitution | 18 (+4) | ||
Intelligence | 6 (-2) | ||
Wisdom | 15 (+2) | ||
Charisma | 14 (+2) | ||
Skills | Intimidation d20+5 | Perception d20+8 | |
Senses | Darkvision 60 ft. | Passive Perception 18 | |
Languages | Abyssal | ||
Challenge | 7 (2,900 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 16 Strength saving throw | or be pushed up to 10 feet away and knocked prone | |
Special 2 | Frenzied Presence | Allied creatures within 30 feet of the minotaur that can see | and hear it have an advantage on initiative rolls, |
and they deal one extra die of damage with all melee weapon attacks | |||
Special 3 | Labyrinthine Recall | The minotaur can perfect recall any path it has traveled | |
Action 1 | Multiattack | The minotaur makes two melee weapon attacks- one gore attack | and one with its greataxe, |
or two with its greataxe | |||
Action 2 | Greataxe | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d12+5 slashing damage | ||
Action 3 | Gore | Melee Weapon Attack | d20+8 to hit |
Reach 5 ft., one target | Hit 2d8+5 piercing damage |
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