Large Monstrosity, Chaotic Good
Armor Class 18 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 40 ft.
STR
24 (+7)
DEX
12 (+1)
CON
20 (+5)
INT
6 (-2)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws STR +12, CON +10
Skills Athletics +12, Perception +11, Survival +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Charge. If Alistar 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 14 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.

Reckless. At the start of its turn, the minotaur 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.

Triumphant Roar. Whenever Alistar knocks an enemy prone, deals a critical hit, or kills an enemy, he heals for the damage dealt.

Persistent Rage. Alistar's rage only ends if he is knocked unconscious or if he chooses to end it early as an action. While raging, Alistar deals bonus damage (+3, included in attacks.)

Magical WeaponsAlistar's attacks count as magical for the sake of overcoming resistance.

Indomitable (3/day). Alistar can reroll saving throws that he fails.

Legendary Resistance (3/day). If Alistar fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Alistar can make one Gore attack and one Slam attack, or two Slam attacks on his turn.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 23 (2d12 + 10) bludgeoning damage.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d8 + 10) piercing damage.

Pulverize. Alistar slams the ground. All creatures within 10 ft of Alistar must make a DC 20 Strength saving throw, taking 28 (4d8+10) bludgeoning damage and being knocked prone on a fail, or taking half damage and not being knocked prone on a success.

Bonus Actions

Rage. As a bonus action, Alistar can enter a rage, becoming resistant to all bludgeoning, piercing, and slashing damage. While raging, Alistar deals bonus damage (+3, included in attacks.)

Legendary Actions

Alistar is a legendary creature with legendary actions. These actions may only be taken at the end of another creature's turn, and only one legendary action may be taken at a time. Alistar regains all legendary actions at the beginning of his turn.

Move (Costs 1 Action). Alistar moves up to his movement. 

Charge (Costs 2 Actions). Alistar moves up to his movement and makes a Gore Attack.

Pulverize (Costs 2 Actions). Alistar uses the Pulverize action.

Description

The last of his tribe, Alistar was enslaved by a militant nation and forced to serve in their war machine. Finally breaking free from his chains, he fights with righteous fury to protect the downtrodden wherever they may roam. 

Habitat: ForestMountainUnderdark

MaxMadison

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