Taros (5e Creature)
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Medium fiend, neutral evil
Aggressive. As a bonus action, the taros can move up to its speed toward a hostile creature that it can see.
Charge. If the taros 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 13 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Multiattack. The taros makes three attacks, no more than one of which can be a gore attack.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Quarterstaff. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning or 7 (1d8 + 3) bludgeoning damage if used with two hands.
Parry. The taros adds 2 to its AC against one melee attack that would hit it. To do so, the taros must see the attacker and be wielding a melee weapon.
Wild and ferocious bull-like humanoids, taros are a race of fiendish warriors native to the Dark World. As the bandits they so infamously are, taros crave nothing above violence and material wealth. They operate in loose, bestial bands that dwell in fields and mountains. These bandit tribes are infamous for raiding caravans and sacking villages alike. When paid well, however, they can be surprisingly loyal mercenaries.
Taros tribes are usually led by one of particularly great stamina and skill, usually referred to as a tough taros. Even more resected than these elite taros are lynels, which taros revere as supernatural beings or even minor deities.
- Tough Taros, a more powerful and charismatic kind of taros
- Big Moblin, another kind of bestial mammalian warrior, and the Light World counterpart of taros