Charge. If Slayer moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 25 (5d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.
Spells. Levitate, Charm Person, and Blade Barrier. Slayer can cast these spells at their base level. His spellcasting DC is 16.
Magic Resistance. Slayer has advantage on saving throws against spells and other magical effects.
Multiattack. Slayer makes three attacks: two with its daggers and one with its hoof.
Dagger. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Hoof. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 32 (5d10 + 7) piercing damage.
Dagger. Range Weapon Attack: +13 to hit, reach 30/60 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
Call from the dead: Slayer calls any dead body within 30 feet that was killed by its daggers in the last 1 hour to stand and serve it. With the same stats as a zombie, this zombie must serve Slayer until the very end. It can use an action to explode in a mass of bone shard and viscera. Any creature within 10 feet of the zombie explosion must make a DC 12 DEX save or take 3d6 piercing damage.
Description
The Slayer resembled a massive, corse with a feral face, pale white skin and gaping wounds that continuously wept dark ichor.
Previous Versions
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11/2/2023 4:28:21 PM
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Coming Soon
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Posted Feb 19, 2024Where did you get the info for this from?
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Posted Jun 10, 2024This isn't the Slayer form from BG3, what the heck?