Archive for January 21st, 2018

Minotaur Shaman

Over in a 5E Facebook group, a fellow named Kalon Ohmstede asked about “some additional minotaur stat blocks”. Most of the responses he got weren’t at all helpful, basically boiling to irrelevancies. I like the idea of minotaurs getting an expanded treatment in a fantasy game. See this older post, for example.

Many minotaurs pay homage to Oevrumines, the brutal Lord of Mazes. The most devout of those minotaurs serve Oevrumines as shamans.

Minotaur Shaman
Large monstrosity, chaotic evil

Armor Class 15 (natural armor)
Hit Points 102 (12d10+36)
Speed 40 ft.
Ability Scores STR 18 (+4), DEX 12 (+1), CON 16 (+3), INT 8 (-1), WIS 18 (+4), CHA 11 (+0)

Saving Throws Constitution +5, Wisdom +6
Skills Perception +6
Senses darkvision 60 ft., passive Perception 16
Languages Abyssal
Challenge 4 (1,100 XP)

Battleborn (3/day). The minotaur shaman receives a touch of divine ferocity from Oevrumines. When it uses the Attack action, it can make one melee attack as a bonus action.

Charge. If the minotaur shaman 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 11 (2d10) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. The minotaur shaman can perfectly recall any path it has traveled.

Spellcasting. The minotaur shaman is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).

Cantrips (at will): sacred flame, thaumaturgy
1st Level (4 slots): bane, guiding bolt, inflict wounds, shield of faith
2nd Level (2 slots): augury, prayer of healing, spiritual weapon

Actions

Multiattack. The minotaur shaman makes two attacks: one with its greatclub and one with its gore.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10+4) piercing damage.

Reckless Inspiration (Recharge 5-6). One creature the minotaur shaman can see within 30 feet of it can use its reaction to make a melee attack with advantage as a reaction if it can hear the minotaur shaman and it has the Reckless trait.

And in the Spes Magna Games arena of new:

Over at Patreon, I’m going to start releasing collections of Dangerous Monsters for my patrons. Each release, and there should be one a month, will include 4-5 new monsters for D&D 5E with the possibility of mapped lairs, versions of the monsters for other game systems, et cetera, as time permits and fancy strikes me. The first release goes out around the end of January or beginning of February, and the first time is free. After that, each release costs $1.

My two most recent releases are Chance Encounters II, which expands your campaign using the fifth edition of the World’s Greatest Roleplaying Game, and World War Weird Classes, which presents unusual 10 character classes for WWII: Operation WhiteBox.

January 21st, 2018  in RPG, Spes Magna News No Comments »