Cloven Hooves. Gorgotaurs have hoofed feet, which give them disadvantage on stealth checks.
Charge. If the gorgotaur 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 17 (2d10+5) 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 gorgotaur can perfectly recall any path it has traveled.
Reckless. At the start of its turn, the gorgotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Multiattack. The gorgotaur makes two melee attacks: one with its gore and one with its greataxe. Or it makes two melee attacks with its greataxe.
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 5) piercing damage.
Adamantine Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.
Petrifying Breath (Recharge 5–6). The gorgotaur exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Description
A primal offshoot of minotaurs who drank the blood of gorgons as ritual self-sacrifice to the demon lord Baphomet, gorgon minotaurs (gorgotaurs) are even more savage than their horned cousins. A gorgotaur’s whole body is covered in a dull grey, brown, or bronze metal scales, which are incredibly strong and resistant to damage. Standing well over eight feet tall, they are sturdier and stronger than minotaurs. Gorgotaurs are mistrustful of anyone who is not one of them, especially surface dwellers. Minotaurs in particular are viewed with hostility—an eternal grudge from their tribe’s ancient exile. They always carry a massive greataxe, which they see as Baphomet’s favored weapon. Gorgotaurs have mastered the ability to use the gorgon’s petrifying breath weapon.
Changes from version 1: Added monster art by Bill McBee. Adjusted gore damage. Specified greataxe as adamantine. Rephrased "natural adamantine armor" to "natural armor"
Previous Versions
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9/7/2018 1:53:42 PM
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Long ago, just as ancient minotaurs were beginning to explore and scout from their lairs in the Underdark to the surface world, one warrior tribe rejected what it saw as the corrupting influence of modern civilization that threatened to tame their proud race. Seeking to cling to their primal bestial ways, this tribe left to hunt the underground herds of wild gorgon and consumed its blood in a ritual worship of Baphomet. The savage demon lord was pleased and smiled upon them. The poisonous blood of the gorgon weakened all who drank it to the point of death and those who ferociously clung to life went through an unholy transformation both physically and spiritually. Their leather hide grew even tougher, mutating into scales of the hardest metal. As they healed, they became stronger than they were before. They become immune to the petrifying effects of the gorgon’s breath and they found themselves able to use it as a weapon. They called it the Blessing of the Gorgon, but they were shunned and banished from minotaur society for what was seen as blasphemy.
Really cool idea! The history is amazing, and so is the general feel of it.
If only i was this dedicated to the lore of my own monsters.... good work man!