Cult Mage of Taurus (5e Creature)

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Cult Mage of Taurus[edit]

Medium humanoid (minotaur), lawful evil


Armor Class 13 (leather armor)
Hit Points 45 (7d8 + 14)
Speed 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1) 16 (+3)

Skills Deception +5, Perception +3
Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, Common
Challenge 1 (200 XP)


Dark Devotion. The mage has advantage on saving throws against being charmed or frightened.

Labyrinthine Recall. The mage can perfectly recall any path it has traveled.

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

Spellcasting. The mage is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a Short or long rest. It knows the following warlock spells.

Cantrips (at will): eldritch blast, mage hand, minor illusion
1st-2nd level (2 2nd-level slots): burning hands, charm person, command, hellish rebuke, scorching ray

ACTIONS

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


The Cult of Taurus is a cult that worships the transformation into minotaurs through attempted connections with the Horned King. These connections often result in monstrous horns erupting from the heads of cultists, further devolving the humanoid into madness. Cult mages are often leaders who have harnessed magical powers through the Horned King.

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