Hektor Minos Species in Manavata | World Anvil
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Hektor Minos

Hektor Minos is an ancient minotaur who travels the roads the Ardrigh, working as a traveling merchant. His black fur holds streaks of grey on his head, down his back, and on his powerful forearms. Once a wild member of his race, he was tamed some few decades past by a mightly mage (Hektor sometimes refers to him as a wizard, and sometimes a sorcerer) who was named Ahmose Zakerri.

Pulling an old, well-maintained wagon named Warbeast, Hektor shows little of the blood rage so notable in others of his kind. Slow to anger, he will shoulder taunts, insults, and curses; but he responds swiftly and decisively to physical attacks. Carrying a greataxe on his hip, when attacked near his wagon, he often resorts to either a monsterous crossbow (if his opponents are far away) or a great maul if they are within 40 or so feet (the maul and crossbow both have storage under the "driver's bench". His favored attack is to charge using his great maul, knocking his target into the air on a successful strike. He will also knock an opponent into nearby walls, thickets, or anything else that would prove tactactally advantageous.

Hektor normally wears a chain mail shirt, studded leather loincloth, and a leather pouch. When working as a merchant, he often wears a leather vest as well. The vest has pockets to hold his merchant's ledger, magnifying glass, and other small items as necessary. He sometimes wears a single-edged shortsword (used as a knife).


Hektor prefers to deal in arms and armor when possible, but will deal in whatever goods he can procure. He often accepts live meatstock (chickens, rabbit, and goats; in that general order) in trade, and the rear of Warbeast has hutches able to accomadate a score each of chickens and rabbit.

Hektor occasionally travels with other merchants or carnival merchants. When he travels with a merchant company, he is often paid guard wages, and is otherwise considered an independant merchant.

Warbeast

 

Huge wagon

 

Warbeast is a well-maintinaed wagon weighing 450 pounds, including the weight of the great maul, monsterous crossbow, 40 crossbow bolts, and all other installed equipment.

Instead of tack and harness, Warbeast has a pair of barrow handles and a leather harness, worn similar to a backpack. Hektor can don or drop this harness as an action. The barrow handles can be used to operate the wagon brakes, and can be locked with a bonus action.

The front of Warbeast has a driver's bench, and can accomidate two Medium-sized creatures. Below this bench is storage for a great maul (on the right), a monsterous crossbow (on the left), and space for up to 100 crossbow bolts. Either of these weapons can be reached by Hektor without getting out of harness, and take an action to draw.

The top of the driver's bench double as lids for several small chests. These chests contain: a merchant's scale (w/ certified weights a steelyard balance (mountable near the front corners of Warbeast a money chest (with padlock inks, papers, and sealing waxes; and an oilcloth cloak. Directly behind the bench are a Large blanket & bedroll, pieces of rope, and other miscellaneous equipment.

The main portion of Warbeast is an open-topped wagonbed. This is where trade goods are kept. A large canvas tarp is tied down over goods during transport, and several poles are attached to the sides of the wagon, allowing the tarp to be raised as a rainfly over the wagon. Two small waterbarrels are affixed to the outside towards the front. Hektor will often use the goods tarp to stretch off the wagon as an awning when camping out.

The rear of Warbeast has a number of built-in hutches for holding chickens and rabbits. Twenty of each can be held easily, and up to double that amount can be kept without issue. A small barrel of grain (used for animal feed) is kept on the left side just in front of the hutches.

Hektor Minos

Large monstrosity, chaotic neutral
 
Armor Class:
17 (natural armor and chain shirt)
Hit Points:
97 (9d10 + 36)
Speed
60 ft., burrow 40 ft.

STR:
19
(+4)
DEX:
11
CON:
18
(+4)
INT:
8
(-1)
WIS:
16
(+3)
CHA:
9
(-1)

Skills Investiigion +3, Negotiation +2, Perception +7
Condition Immunities frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Abyssal, Common
Challenge 4 (1,100 XP)

Charge. If Hektor moves at least 10 feet straight towards a target and then hits it with a gore or great maul 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 be knocked prone.
Maul Charge. If Hektor moves at least 10 feet straight towards a target and then hits it with great maul attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked up to 10 feet away and be knocked prone.
Labyrinthine Recall. Hektor can perfectly recall any path he has traveled.
Reckless. At the start of his turn, Hektor can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of its next turn.
  Hektor can pull up to 1,140 pounds.  
Actions

Multiattack. Hektor can make two melee attacks (unless charging). Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Great Maul. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage.
Monsterous Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400, Hit: 15 (2d10 + 4) piercing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

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