Afrotaur (5e Creature)

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Afrotaur[edit]

Large monstrosity, unaligned


Armor Class 13 (natural armor)
Hit Points 63 (6d10 + 30)
Speed 40 ft.


STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 5 (-3) 12 (+1) 6 (-2)

Skills Athletics +8, Perception +5, Survival +5
Proficiency Bonus +2
Senses passive Perception 15
Languages understands Elvish and Sylvan but can't speak
Challenge 4 (1,100 XP)


Brave. The afrotaur has advantage on saving throws against being frightened.

Brute. A melee weapon deals one extra die of its damage when the afrotaur hits with it (included in the attack).

Charge. If the afrotaur moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Reckless. At the start of its turn, the afrotaur 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.

Relentless (Recharges after a Short or Long Rest). If the afrotaur takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Wounded Fury. While it has 10 hit points or less, the afrotaur has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.

ACTIONS

Multiattack. The afrotaur makes three fist attacks or three rock attacks. It can make one gore attack in place of two fist attacks, but it can't use its gore and its fist on the same target.

Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 6) bludgeoning damage.

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage.

Roar (3/Day). The afrotaur utters a bloodcurdling roar. Each creature within 60 feet of the afrotaur and is aware of it must succeed a DC 14 Wisdom saving throw or be frightened for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS

Aggressive. The afrotaur moves up to its speed toward a hostile creature that it can see.

Rampage. When the afrotaur reduces a creature to 0 hit points with a melee attack on its turn, the afrotaur moves up to half its speed and makes a gore attack.


Afrotaur.jpeg
Afrotaur by User:Dinomaster337

Afrotaurs are massive beasts that look like a mismatch of animals; with the stripes of a zebra, the upper body of a gorilla, and the horns and lower body of a rhino, these creatures are ferocious and not too fond of humanoids or other centaurs in their territories.
Afrotaurs guard massive territories of forests and open, dry grasslands. Any creature brave enough to attack them is either insane, desperate or wants a quick brutal death. Whole teams of warriors have been gored by these monsters and those who survive return with tales of their rage. The ferocity of these beasts is matched only by their strange beauty. Travelers often tell of the strange majesty of these mighty beasts, and they often say that maybe it's best if they're just left to their own devices.

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