Palemane Seer (5e Creature)

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Palemane Seer[edit]

Large monstrosity, chaotic evil


Armor Class 16 (natural armor)
Hit Points 110 (13d10 + 39)
Speed 40 ft.


STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 18 (+4) 14 (+2)

Skills Perception +10
Proficiency Bonus +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion
Senses darkvision 60 ft., passive Perception 20
Languages Abyssal
Challenge 6 (2,300 XP)


Charge. If the minotaur moves at least 10 feet straight towards a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.

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

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

Sense Rage. The minotaur can sense the exact location of any conflict within one mile.

ACTIONS

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Greater Fury. The minotaur increases the rage of one willing creature it can see within 30 feet of it. For 1 minute, when that creature hits with a melee weapon attack, it deals an additional 9 (2d8) damage and has advantage on Strength checks and saving throws. This effect immediately ends if the minotaur becomes unconscious or dies.

Quake (Recharge 5-6). The minotaur channels its rage and hate into the ground causing it to quake beneath the feet of its enemies. Each creature of the minotaur's choice that is on the ground within 20 feet of it must succeed on a DC 15 Strength saving throw. On a failed save, a creature takes 9 (2d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.


On occasion when a minotaur becomes a palemane, it manifests as a silent rage. It is these minotaurs that become palemane seers which act as guides for their palemane kin. While they are not as physically mighty as other palemane minotaurs, they make up for it with their higher mastery of their unnatural rage.

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