Large Monstrosity, Chaotic Good
Armor Class 14 Natural Armor
Hit Points 95 (10d10 + 40)
Speed 40 ft.
STR
20 (+5)
DEX
11 (+0)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)
Skills Athletics +8, Perception +6
Damage Resistances Poison
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision 60 ft., Passive Perception 16
Languages Abyssal, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3
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 16 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Invigorating Roar. On initiative count 20 (losing initiative ties) every other round, Alistar lets out an inspiring roar to himself and his followers. He and a number of creatures equal to his Wisdom modifier of his choice within 30ft. of him heal for 5 (1d4 + 3) hit points.

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

Reckless. At the start of his turn, Alistar 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 his next turn.

Actions

Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 18 (2d12 + 5) slashing damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) piercing damage.

Pulverize. Alistar smashes the ground around him, sending a shockwave out in a 10ft. radius. Each creature in that sphere must make a DC 16 Constitution save or take 9 (2d8) thunder damage and be knocked prone. On a success they take half damage and are not knocked prone.

Trample. For his movement this turn, Alistar can pass through the space occupied by any creature his size or smaller without it being difficult terrain. The creature must make a DC 16 Dexterity saving throw or be knocked prone and take 11 (2d10) bludgeoning damage. Alistar can choose to use his bonus action to make a greataxe attack against a creature who succeeds the save.

Unbreakable Will. With a bonus action and a ferocious roar, Alistar breaks free of any condition affecting him, and until the end of his next turn he is immune to all bludgeoning, piercing, and slashing from nonmagical attacks, resistant to all other damage, and has advantage on all saving throws. This action cannot be taken again until after a long rest.

Description

Always a mighty warrior with a fearsome reputation, Alistar seeks revenge for the death of his clan.. Though he was enslaved and forced into the life of a gladiator, his unbreakable will was what kept him from truly becoming a beast. Now, free of the chains of his former masters, he fights in the name of the downtrodden and the disadvantaged, his rage as much a weapon as his horns, hooves and fists.

As the mightiest warrior to ever emerge from the Minotaur tribes, Alistar defended his tribe from many dangers. Lured out one day, Alistar returned to find his village burning and his family slain. Bellowing with rage, he charged an entire regiment, slaughtering them by the hundreds. Eventually he was contained and forced into the arena. Alistar's once noble soul slowly became twisted, and he would have been driven to insanity if not for Ayelia, a young servant girl who befriended him and eventually arranged for his escape.

Suddenly free and with no home to return to, Alistar fled, hoping to one day exact his final vengeance. He did not slink off into the shadows, however, instead becoming a vocal advocate for those whom the government treads upon. His charitable work has earned him several philanthropic awards, which serve as an interesting contrast to the rage and destruction he is known for in battle.

Wiicrazy1

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