Charge. If the minotaur 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.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.
Disengage: The minotaur can disengage as a bonus action.
Defy Death. The minotaur has advantage on death saving throws.
Hard to Kill. When the minotaur is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. Once you use this trait, you can’t use it again until you finish a long rest.
Multi-Attacks: Angrath makes 3 attacks per turn; 2 Melee & 1 Gore.
Bronze Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage & 8 (2d10) fire damage.
Burning Chain. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 23 (6d8 + 4) Fire damage.
Description
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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