Mogis’s Marauders
Though minotaur hordes and the occasional satyr make up the majority of Mogis's followers, there are humans who still choose to worship the god of slaughter. The dregs of humanity, filled with the same anger, hunger, jealousy, and rage that fuel the minotaurs, these murders and sadists choose to leave behind everything that separates them from animals. The benefits to doing so are minor, at best.
Despite his position as a god, Mogis rarely deigns to grace humans with his presence. They are, as a whole, far too peaceful and rationale for his tastes. Even those that choose to follow the ways of Mogis, becoming one of his so-called marauders. receive little from their dark patron beyond slightly less scorn. Rathe, for those that choose to follow Mogis, they benefits are in the twisted sense of freedom they feel by submitting themselves to the slaughter god.
Uncanny Resemblance While Mogis may spare little thought for his human followers, they actively seek ways to make themselves more appealing to their chosen deity. Most popular among these methods are attempts to make themselves resemble minotaurs, Mogis favored followers. To do so, the marauders dress in skins of goats, bulls, satyrs, and other horned creatures, suing their sulls as helmets.
While doing so, the marauders also go to great lengths to emulate the wild rage and passion of a minotaur horde, living only to sate their hunger and charging into battle with reckless abandon. Though they lack the strength of true minotaurs, these tactics combined with a lack of self-preservation still make the marauders dangerous, especially in large groups.
Mogis’s Marauders
Though minotaur hordes and the occasional satyr make up the majority of Mogis's followers, there are humans who still choose to worship the god of slaughter. The dregs of humanity, filled with the same anger, hunger, jealousy, and rage that fuel the minotaurs, these murders and sadists choose to leave behind everything that separates them from animals. The benefits to doing so are minor, at best.
Armor Class | 14 (hide armor) | ||
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Hit Points | 1d4+5 | ||
Speed | 30 ft. | ||
Strength | 15 (+2) | ||
Dexterity | 14 (+2) | ||
Constitution | 17 (+3) | ||
Intelligence | 9(-1) | ||
Wisdom | 14 (+2) | ||
Charisma | 13 (+1) | ||
Skills | Intimidation d20+3 | Perception d20+4 | Survival d20+4 |
Senses | Passive Perception 14 | ||
Languages | Common and one other | ||
Challenge | 4 (1,100 XP) | ||
Special 1 | Aggressive | As a bonus action, the marauder can move up to its speed toward | a hostile creature that it can see |
Special 2 | Devotion | When the marauder rolls initiative, | each other allied humanoid within 30 feet of the marauder |
that is also rolling initiative does so with advantage. | Those creatures have an advantage on attack rolls made against | frightening creatures until the end of their next turn | |
Special 3 | Hoffifice Appearance | Any humanoid that starts its turn within 30 feet of the marauder | and can see it must make a DC 11 Wisdom saving throw. |
On a failed save, the creature is frightened for 1 minute. | A creature can repeat the saving throw at the end of each of its turns, | with a disadvantage if the marauder is within line of sight, | ending the effect on itself on a success. |
If a creature's saving throw is successful or the effect ends for it, | the creature is immune to the marauder's Horrific Appearance for the next 24 hours | ||
Special 4 | Intimidate | The marauder has an advantage on attacks made against frightened creatures | |
Action 1 | Multiattack | The marauder makes two attacks with its club | |
Action 2 | Melee Weapon Attack | d20+4 to hit | Reach 5 ft., one target |
Hit 1d4+2 bludgeoning damage |
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