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Locke Keeper

Medium Humanoid (minotaur), lawful neutral


Armor Class: 16
Hit Points: 35
Speed: 40
STR
14 (+2)

DEX
16 (+3)

CON
12 (+1)

INT
10 (0)

WIS
16 (+3)

CHA
8 (-1)

Special:
Skills: Acrobatics +6, Athletics +5
Senses: Passive perception 13
Languages: Common
Challenge:
Goring Rush: When the Locke Keeper uses the Dash action during its turn, it can
make a melee attack with its horns as a bonus action.
Labyrinthine Recall: The minotaur can perfectly recall any path it has traveled.
Unarmored Defense: While wearing no armor, the Locke Keepers AC includes its
DEX and WIS. (included in AC)
Unarmored Movement. While the Locke Keeper is wearing no armor and wielding
no shield, its speed increases by 10 feet (included in its speed).
Slow Fall: The Locke Keeper subtracts 20 from all falling damage.
Flurry of Blows (Recharge 5-6): When the Locke Keeper takes the attack action,
it can make a 2nd Unarmed Strike as a bonus action in addition to its other
Multiattacks.
Multiattack: The Locke Keeper makes three attacks: one with its horns, one with
its staff, and one unarmed strike.
Horns: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3)
piercing damage.
Quarterstaff: Melee Weapon Attack: +6 to hit, reach 5 ft., Hit: 6 (1d6 +3)
bludgeoning damage.
Unarmed Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6
(1d6+3) bludgeoning damage.
Fist of Unbroken Air (2/day): The Locke Keeper attacks with a blast of
compressed air. Reach 30. Target must make a DC 14 Strength save. On a failed
save, the target takes 4d10 bludgeoning damage, and is pushed 20 away and
knocked prone. On a successful save, target takes half damage, and isnt pushed or
knocked prone.
Deflect Missiles. When the Locke Keeper is hit by a ranged weapon attack, it
reduces the damage from the attack by 1d10 + 8. If the damage is reduced to 0,
the hurricane can catch the missile if it is small enough to hold in one hand and the
hurricane has at least one hand free.

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