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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 Class14 (hide armor)
Hit Points 1d4+5
Speed30 ft.
Strength15 (+2)
Dexterity14 (+2)
Constitution17 (+3)
Intelligence9(-1)
Wisdom14 (+2)
Charisma13 (+1)
SkillsIntimidation d20+3 Perception d20+4 Survival d20+4
SensesPassive Perception 14
LanguagesCommon and one other
Challenge4 (1,100 XP)
Special 1AggressiveAs a bonus action, the marauder can move up to its speed towarda hostile creature that it can see
Special 2DevotionWhen 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 againstfrightening creatures until the end of their next turn
Special 3Hoffifice AppearanceAny humanoid that starts its turn within 30 feet of the marauderand 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 4IntimidateThe marauder has an advantage on attacks made against frightened creatures
Action 1MultiattackThe marauder makes two attacks with its club
Action 2Melee Weapon Attack d20+4 to hitReach 5 ft., one target
Hit 1d4+2 bludgeoning damage

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