Large Humanoid, Lawful Good
Armor Class 16 (natural armor)
Hit Points 134 (20d10 + 27)
Speed 40 ft.
STR
23 (+6)
DEX
20 (+5)
CON
19 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws STR +12, DEX +11
Skills Animal Handling +17, Athletics +17, Insight +14, Nature +17, Perception +14, Survival +14
Senses Blindsight 60 ft., Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common, Sylvan, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Charge. If Gordon 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 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. Gordon can perfectly recall any path he has traveled.

Reckless. At the start of his turn, Gordon can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of its next turn.

Innate Spellcasting. Gordon's spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:

At Will: beast bond, hunter's mark, jump, beast sense, find traps, spike growth, summon beast, conjure animals, water walk

3/day: dimension door, steel wind strike

1/day: plane shift, polymorph

Planeswalker. When Gordon casts plane shift, it cannot fail, and he is transported to his exact desired location in the multiverse.

Actions

Extra Attack. Gordon can make two attacks per action.

Talam Anima (Giant Boomerang). Melee Weapon Attack: +12 to hit, reach 5/60 ft., one target. Hit: 26 (3d12 + 6) slashing damage. Upon hit, Gordon can force the target succeed a DC 16 Strength saving throw or be restrained (the boomerang wraps them in vines as it circles past them). Only one creature can be restrained at a time.

Horns. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 6) piercing damage.

Bonus Actions

Planar Warrior. As a bonus action, Gordon chooses one creature you can see within 30 ft. of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack.

Reactions

The Forest's Protection. As a reaction, when Gordon is hit with an attack, he can increase his AC by 5 until the end of the attacking creature's turn (a wall of thorns erupts from the ground).

Description

Gordon is blind, and relies on on wind pressure to sense his enemies. He is the protector of the forests, and serves in the Planeswalker's Guild in Sigil. He is a minotaur.

Backstory. Gordon rarely shows himself to humankind, he often spends his time protecting the wildlife in the realms. Gordon’s past involved many deaths, and he does not like to talk about it. He joined the Planeswalkers after murdering an entire cult organization which sought to destroy the forest with monsters from The Abyss.

Previous Versions

Name Date Modified Views Adds Version Actions
9/15/2021 6:30:18 PM
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1.0
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9/15/2021 6:32:44 PM
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Coming Soon
9/15/2021 8:47:55 PM
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Coming Soon

Habitat: ForestUrban

FISHboiRD

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