Large Monstrosity, Chaotic Evil
Armor Class 18 (+2 Adamantine Breastplate armor)
Hit Points 155 (18d10 + 54)
Speed 50 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
16 (+3)
CHA
9 (-1)
Saving Throws STR +9, CON +8, WIS +8
Skills Athletics +11, Perception +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Cold, Fire, Lightning, Poison
Condition Immunities Charmed, Exhaustion, Paralyzed
Senses Darkvision 120 feet, Passive Perception 18
Languages Abyssal, Common, Draconic, Ignan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Adamantine Breastplate. While wearing his +2 Adamantine Breastplate, Angrath is immune to critical hits. Any critical hit dealt to Angrath is considered normal damage. 

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 (4d8) piercing damage. If the target is a creature, it must succeed on a DC 17 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.

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

3/day each: polymorphhold personhaste

2/day: plane shift (eight other creatures and self)

Actions

Multiattack. Angrath can make three attacks: two melee attacks with the +3 Warhammer and one Fire Ray attacks.

+3 Warhammer. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 7) slashing damage.

Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 4) piercing damage.

Fire Ray. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 10 (5d6) fire damage.

Mogis's Chains of Chaos. As an Action, Angrath can target any creature he can see within 30 ft, that creature must succeed on a Strength saving throw DC 17 or else it becomes restrained; on a successful save nothing happens to the creature. The target creature that fails the save is restrained and cannot use reactions; that creature then immediately takes 6d6 acid, fire, cold or lightning damage (choose one) at the start of its next turn. The restrained creature can attempt another Strength saving throw at the end of its turn to escape Mogis's Chains of Chaos. The restrained creature is released from Mogis's Chains of Chaos automatically if the following occurs: Angrath or the target creature's distance exceeds 30 ft, if the creature becomes immune to the restrained condition, or if the creature is able to teleport away using Teleport, Misty Step or any other similar spell/ability. 

Bonus Actions

Smokey Step. As a Bonus Action, Angrath becomes wisps of thick black smoke and teleports 60 ft to any location that he can see once per turn. 

Legendary Actions

Angrath can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Angrath regains spent legendary actions at the start of its turn.

+3 Warhammer. Angrath makes two melee attacks with his +3 Warhammer.

Cast Haste. Angrath casts the Haste spell.

Twin Fire Ray (2 Actions). Angrath makes two ranged Fire Ray attacks on one or two targets. 

Description

Angrath just recently escaped the grasp of the Theros gods when he awakened his spark, becoming a true planeswalker. When he accidently plane shifted to the deep cavernous tomb of the red dragon Sharruth, he realized two things: he was finally free of the gods their domains, and he could easily tab into the power of the dragon spirits that resided around the skeleton of the ancient red dragon.

Angrath has discovered how to channel many other chromatic dragon spirits into his own being and infuse it to his Chains of Choas - magical fiery chains forged in Nyx which was given to him by the Theros god Mogis. These spirits grant him great power and resistances, they even allow him to control the Salamanders, Draconic Strigoi and Dragonborn Undead on Stormwreck Isle, but at great cost. Though Angrath was not always the most civil minotaur before he left Theros, he has been driven mad by the many chromatic dragon spirits that possess his magical chains. Soon, when he has an army of draconic servants, he plans on returning to Theros to wreak havoc on the land. 

Angrath was a raider and champion minotaur of the Theros god Mogis before he awakened his spark and became a planeswalker. Since discovering his ability to plane shift and now free to follow his own design, Angrath seeks only more power so that he can slay any foe that stands before him, even the gods and their champions. 

Pookie_tyty

Comments

Posts Quoted:
Reply
Clear All Quotes