Charge. If Abrakus 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.
Labyrinthine Recall. Abrakus can perfectly recall any path it has travelled.
Reckless. At the start of its turn, Abrakus 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.
Fear No Prey. Abrakus is a terrifying figure and he knows it, he has advantage on saves for fear based effects. Additionally all within 10 feet of him must make a DC 14 wisdom save or become frightened until their next turn.
Blessing of Wrath. Once per round Abrakus may bless a creature with a berserk rage, until the end of the creatures next turn they will be both reckless and take half damage and will attack the nearest creature to them. A hostile creature must make a DC 14 wis save. He can do this up to 3 times per long rest.
Multiattack. Abrakus makes two melee attacks with his Giant Handaxes.
Giant Handaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (1d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Foe Smiter. Abrakus may use a bonus action to enthuse strike that has hit with abyssal power. He may add 2d8 force damage to the attack and an additional 1d8 necrotic damage to Celestial and Undead creatures. He may do this 3 times per long rest.
Herd Watcher. When Abrakus sees a creature attack a target other than himself that is within 10 feet of him, they can use a reaction to impose disadvantage on the attack roll.
Description
A truly mighty minotaur warrior whose roar is a savage battle cry that sings praise to his horned idol.
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