Dhaal (5e Creature)

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Dhaal[edit]

Large monstrosity, chaotic good


Armor Class 14 (natural armor)
Hit Points 76 (9d10 + 27)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 10 (+0) 16 (+3) 14 (+2)

Skills Perception +7, Religion +5
Damage Immunities radiant
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Celestial, Common
Challenge 4 (1,100 XP)


Charge. If the dhaal 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.

Heavenly Shield. The dhaal has advantage on saving throws induced by a minotaur or fiend.

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

Quick Reflexes. The dhaal gets one extra reaction.

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

ACTIONS

Multiattack. The dhaal makes three melee attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) piercing damage and 3 (1d6) radiant damage.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage or 15 (2d10 + 4) slashing damage if used with two hands and 3 (1d6) radiant damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage and 3 (1d6) radiant damage.

REACTIONS

Parry. The dhaal adds 3 to its AC against one melee attack that would hit it. To do so, the dhaal must see the attacker and be wielding a melee weapon.

Dhaal.JPG
A roaring dhaal by User:Dinomaster337

The minotaurs are known to be beasts of pure evil and primal rage, being manifested by demonic rites. Naturally one would think these monsters irredeemable, but every so often one or more minotaurs reject their demonic creator disgusted at what they've become. These souls are known as the dhaal and take the fight for good specifically against their evil kin.

Caging the Beast. Dhaal are everything minotaurs are not: they despise those who defy the natural order of things, such as demonic ritual, and actively protect those who are ravaged by their malicious brethren. Above all else, the dhaal seek redemption; redemption for all the evil deeds they did as minotaurs, redemption for those who they killed, redemption for the loved ones they blatantly abandoned. To do these, they must summon a celestial entity to hear their plea and take them on as their warrior. This normally goes very poorly, as minotaurs are not well liked among celestials. However should the prayer be heard and accepted, they will mold them into a new being; their head and horns form to those of a water buffalo and they gain new power and a new title; kshatriya.

Noble Kshatriya. The dhaal take their new name and title to wear as badges of pride. With their newfound powers, they do furious battle against the children of the Horned King. They despise the minotaurs and everything they stand for; death and chaos. They hunt down their former brothers and sisters, some even their own parents, with no mercy, no sympathy, no regrets. This is their life; they may procreate and spread each other's progeny as minotaurs do, but above all else, they must fight. That is their one purpose in life, to fight evil and never look back.
If they do give up the fight or question the authority of the heavens, their fellow dhaal will quickly turn on them and tear them limb from limb as if they were the enemy. Brothers have killed brothers, children have killed parents, friends have killed friends, mothers have even killed their own daughters in labor, all because they questioned. Because they didn't want to fight, they were slaughtered with no regard for connections; no mercy, no sympathy, no regrets.


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