Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a Goring Rush 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.
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.
Superiority Dice. Bas has learned maneuvers that are fueled by superiority dice. Maneuvers enhance an attack in some way. He has 5 superiority dice (1d8) per short rest.
Multiattack. Bas can attack twice whenever he takes the Attack action on his turn.
Action Surge. (Special). Bas can take one additional action on his turn in addition to the Multiattack. This can be used once per short rest.
Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5(1d4 + 4) bludgeon damage. simple, light.
Daggers (2). Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., range (20/60), one target. Hit: 5(1d4+4) piercing damage, simple, finesse, light, thrown, range.
Crossbow, Hand . Ranged Weapon Attack: +3 to hit, range (30/120), one target. Hit: 4(1d6) piercing damage, martial, ammunition, light, loading, range.
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6(1d6+4) piercing damage.
Fighting Style: Unarmed Fighting. : +7 Hit: 5 bludgeoning damage. Hit: 7(1d8+4).
Fighting Style: Unarmed Fighting (armed). +7 Hit: 5 bludgeoning damage. Hit: 6(1d6+4).
Fighting Style: Unarmed Fighting (grapple) (Special). At the start of each of your turns, you deal 1d4 bludgeoning damage to one creature grappled by you.
Crusher. (Special), Once per turn, when Bas hits a creature with an attack that deals bludgeoning damage, he can move it 5 ft. to an unoccupied space, provided the target is no more than one size larger than him.
Crusher: Critical (Special), When Bas scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of his next turn.
Know Your Enemy (1 Minute). If Bas spends at least 1 minute observing or interacting with another creature outside combat, he can learn information about its capabilities compared to his own: Strength score, Dexterity score, Constitution score, Armor Class, current HP, total class levels (if any), fighter class levels (if any)
Maneuvers: Commanding Presence (Special). When Bas makes a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Maneuvers: Menacing Attack (Special). When Bas hits with a weapon attack, he can expend one superiority die (1d8) to add the total to the damage roll and the target must make a WIS saving throw (DC 15). On failure, it is frightened of you until the end of your next turn.
Maneuvers: Pushing Attack (Special). When Bas hits with a weapon attack, he can expend one superiority die to add the total to the damage roll, and if the target is Large or smaller, it must make a STR saving throw (DC 15). On failure, he pushes the target up to 15 ft. away from him.
Two-Weapon Fighting. When Bas takes the Attack action and attacks with a light melee weapon that he`s holding in one hand, he can use a bonus action to attack with a different light melee weapon that he holds in the other hand. You don't add his ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, he can throw it instead of making a melee attack with it.
Goring Rush. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6(1d6+4) piercing damage.
Crossbow Expert Attack. When Bas uses the Attack action and attacks with a one-handed weapon, he can use a bonus action to attack with a hand crossbow he is holding.
Hammering Horns. After Bas hits a creature with a melee attack as part of the Attack action, he can immediately use a bonus action to attempt to push a target within 5 ft. of him and no more than one size larger than him. It must succeed on a STR saving throw (DC 15) or be pushed up to 10 ft. away from Bas.
Maneuvers: Commander’s Strike. When Bas takes the Attack action on his turn, you can forgo one of his attacks and use a bonus action to direct an ally that can see or hear him to strike using its reaction, adding the superiority die to the damage roll.
Maneuvers: Quick Toss. As a bonus action, Bas can expend one superiority die and make a ranged attack with a weapon that has the thrown property. He can draw the weapon as part of making this attack. If he hits, add the superiority die to the weapon’s damage roll.
Second Wind. Once per short rest, Bas can use a bonus action to regain 1d10+8 HP.
Opportunity Attack. Bas can make an opportunity attack when a hostile creature that he can see moves out of his reach. To make the opportunity attack, he uses his reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves his reach.
Description
(NPC from the Dragonlance module DL12 Dragons of Faith)
Bas ohn-Kolaf, First Mate of the Perechon
Kof, as Maquesta calls him, is a renegade minotaur and first mate of the Perechon. He has great respect for Maquesta as a warrior and a leader. She gave him a chance when most pirates would have stuck a blade in his gullet. Kof is belligerent and likes to drink and brawl.
Kof is loyal to Maquesta and would not betray his crewmates. He has a hot temper and has been known to throw someone overboard with little provocation. He respects anyone who bests him in combat. He distrusts all strangers and fears magic.
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