Saturday, June 20, 2015

Antagonist Anthology: Minotaur Aquamancer of Dragonlance for D&D 5th Edition


MINOTAUR AQUAMANCER
Medium humanoid (krynnish minotaur), lawful neutral
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Armor Class 11
Hit Points 27 (6d8+10) 
Speed 30 ft.
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   Str            Dex         Con           Int         Wis         Cha
12 (+1)     10 (+0)     11 (+1)     16 (+3)    10 (+0)     10 (+0)
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Skills Arcana +5
Senses passive Perception 10
Languages Common, Primordial
Challenge 4 (1100 XP)

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Charge. If the minotaur aquamancer moves at least 10 feet straight toward a creature and then hits it with a gore attack on the same turn, the creature must succeed on a DC 11 Strength saving throw or be pushed up to 10 feet away and knocked prone.


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


Spellcasting. The minotaur aquamancer is an 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The minotaur aquamancer has the following wizard spells prepared:

Cantrips (at will): acid spray, light, prestidigitation, shape water

1st level (4 slots): ice knife, shield

2nd level (3 slots): misty step, snilloc's snowball swarm

3rd level (3 slots): sleet storm, wall of water

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ACTIONS


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Gore. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d10+1) piercing damage.

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8+1) bludgeoning damage.

Water Whip (Recharge 5-6). You create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.
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