Legendary Resistance (2/Day). If Angrath fails a saving throw, he can choose to succeed instead.
Charge. If Angrath 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 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Navigator. Angrath can perfectly recall any path he has traveled.
Chain Whip. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 6) bludgeoning plus 10 (3d6) fire damage.
Choke. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (3d6) fire damage and the target is grappled (escape DC 19). Until the grapple ends, the target can't breathe, it takes 7 (3d4) fire damage at the start of each of its turns, and Angrath can only target the grappled creature with chain whip or choke.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.
Planeswalk (3/day). Angrath casts plane shift on himself.
Aura of Madness (Recharge 5–6). Each creature of Angrath's choice within 120 feet of him must succeed on a DC 17 Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the creature loses the ability to distinguish friend from foe for 1 minute, regarding all creatures it can see as enemies until the effect ends. Each time the creature takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever an affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
Angrath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Angrath regains spent legendary actions at the start of his turn.
Chain Whip. Angrath makes one attack with his chain whip.
Roar. A target that can hear Angrath must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. The creature can repeat this saving throw at the start of each of its turns, ending the effect on itself on a success.
Goring Charge (Costs 2 Actions). Angrath moves up to half his movement speed in a straight line and can move through the space of any creature Medium or smaller. The first time he enters each creature's space during this move, he can make a gore attack against that creature, dealing an additional 9 (2d8) piercing damage on a hit.
Description
Angrath is a Minotaur planeswalker of unknown origin. On the plane of Ixalan he was known as Captain Angrath for fourteen years.
Angrath has a large stocky posture and a bulls head. In battle, he wields fiery chain whips, and his body exudes extreme heat. He is driven by a feeling of restless impatience, like a caged animal awaiting its moment of freedom. This fuels his wild temper and spurs him on in an endless series of raids. His magic matches his temper, inflaming tensions among his enemies and turning them against each other. Huatli considers him aggressive, rude and insulting. A skilled blacksmith and terrifying warrior, there is little that can stand against the minotaur's mighty blows. Once his trust and respect have been earned, he is an implacable ally, but if crossed, his rage burns as hot as his forge.
Angrath is centered in both black and red mana. When creating spells, his hands become superheated and his chain burst into flames. When he planeswalks he disappears in a burst of flame.
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