Kooron Stormhand | NPC Sheet | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kooron Stormhand

Medium Lesser Minotaur, Ward, Chaotic Evil

Armor Class 19 (Plate Armour)
Hit Points 77 (8d10+24)
Speed: 30 ft

STR

20
( +5 )

DEX

10
( +0 )

CON

16
( +3 )

INT

11
( +0 )

WIS

13
( +1 )

CHA

18
( +4 )

Saving Throws Str +8, Wis +4, Cha +7
Skills Athletics +8, Insight +4, Intimidation +7, Persuasion +7, Survival +4, Horns
Damage Resistances Fire
Languages You can speak, read, and write Common, Abyssal and Minotaur.
Challenge Rating 8
Proficiency Bonus +3

Description

He is a 8'2 (2.5m) tall, 28 year old Lesser Minotaur with a golden tattoos of burning sunspots up his right arm, a silver crystalline lattice on his left and a glittering symbol of house Marut on his brow. An obsidian badge of Marut hangs from his belt, a gem studded ring on his left thumb, a silver ring on his left pinky, a blue crystal and copper earring on the base of his left ear and a sactchel bearing a face.

Preparing and Casting Spells. The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose 8 paladin spells. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability. Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.   Spell save DC = 17   Spell attack modifier = +9   Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your paladin spells.   1st level (4). Armor of Agathys, Command, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Purify Food and Drink   2nd level (3). Hold Person, Spiritual Weapon, Gentle Repose, Lesser Restoration, Locate Object, Protection from Poison


Magic Items. Maul of Certain Death, Armor of Fire Resistance, Rare Amulet of the Devout, Ring of Free Action, Ring of Water Walking, Earring of Message, Saddle of the Cavalier, Bag of Holding, Rope of Entanglement, Immovable Rod, Horn of Silent Alarm, Brass Horn of Valhalla, Potion of Fire Giant Strength, Potion of Invulnerability, Potion of Diminution, a Potion of Superior Healing, a Potion of Greater Healing, 3 Potions of Healing , Spellwrought Tattoos of Greater Restoration, Holy Weapon and Revivify.   Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.   Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.   Divine Sense. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. You can use this feature 5 times. When you finish a long rest, you regain all expended uses.   Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore 40 hit points. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.   Defense Fighting Style. While you are wearing armor, you gain a +1 bonus to AC.   Divine Smite. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.   Divine Health. The divine magic flowing through you makes you immune to disease.   Aura of Protection. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a +4 bonus to the saving throw. You must be conscious to grant this bonus.   Aura of Conquest. You constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.   Heavy Armor Master. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3.   Channel Divinity. Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.   Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Actions

Extra Attack. You can attack twice, instead of once, whenever you take the Attack action on your turn.   Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.   Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.   Hammering Horns. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC of 16, you push it up to 10 feet away from you.   Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).


Created by

Noble 7.

Statblock Type

NPC Sheet

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