Half-Fiend Minotaur

Beliminorgath's page

59 posts. Alias of Daniel Stewart.


Classes/Levels

Male Minotaur Ranger (Hunter) 4 | Init +2 | HP 25/25 | AC 15 | Saves: S+5/D+4/C+1/I+0/W+1/C0 | Perc +3

About Beliminorgath

Beliminorgath – Male Minotaur Ranger – 4 (Hunter)
Strength 17 (+3)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 10 (+0)

Size: Medium
Height: 6’ 9”
Weight: 325 lb
Skin: Brown fur
Eyes: Brown
Hair: Golden Brown
Alignment: Neutral

Maximum Hit Points: 32
Hit Dice: 4(d10)

Armor Class: 15 = 12 +2 [Dexterity] +1 [Duel Wielder]
Speed: 30 feet
1 Scimitar [+5 to hit; 1d6+3 slashing, 2 lb, finesse, light]
1 Scimitar [+5 to hit; 1d6+3 slashing, 2 lb, finesse, light]
Proficiency bonus: +2
Initiative modifier: + 2 = + 2 [dexterity]
Attack (handheld / thrown): + 4 = + 2 [Dexterity] + 2 [proficiency]
Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]

Strength save: + 5 = + 3 [strength] + 2 [proficiency]
Dexterity save: + 4 = + 2 [dexterity] + 2 [proficiency]
Constitution save: + 1 = + 1 [constitution]
Intelligence save: + 0 = + 0 [intelligence]
Wisdom save: + 1 = +1 [wisdom]
Charisma save: +0 = 0 [charisma]

Insight (passive): 11 (15 with advantage)
Investigation (passive): 10 (15 with advantage)
Perception (passive): 13 (18 with advantage)

Languages: Common
Skills (* = proficient)
Acrobatics: 2
Animal Handling: 2
Arcana: 1
*Athletics: 5
Deception: 0
History: 1
Insight: 1
Intimidation: 0
Investigation: 0
Medicine: 1
*Nature: 2
*Perception: 3
Performance: 0
Persuasion: 0
Religion: 0
Sleight of Hand: 2
*Stealth: 4
*Survival: 3

Feats
Duel Wielder
You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the onehanded melee weapons you are wielding aren’t light.
• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Spells
3-1st level Spell Slots per day
Known Spells: Animal Friendship, Speak with Animals, Goodberry, Cure Wounds

Personality Traits:

Personality Trait (1): I’m driven by a wanderlust that led me away from home.
Personality Trait (2): I watch over my friends as if they were a litter of newborn pups.
Ideal: Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Bond:
Flaw: There’s no room for caution in a life lived to the fullest.

Background Traits: Outlander

Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument
Languages: One of your choice
Origin: Bounty Hunter

Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Minotaur Traits

Ability Score Increase: Your Strength score increases by 1.

Conqueror’s Virtue: From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.

Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.

Goring Rush: When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.

Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone. Labyrinthine Recall. You can perfectly recall any path you have traveled.

Ranger Traits (Hunter)

Favored Enemy: Humans, Goblins
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer: Forests
When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.
Fighting Style: Two –Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Fighting Style
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Primeval Awareness:
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Hunter’s Prey: Colossus Slayer
Your tenacity can w ear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Equipment
A staff, a hunting trap, a trophy from an animal you killed (badger-skin sporran) , a set of traveler’s clothes, and a belt pouch containing 10 gp, Hide armor, two scimitars, an explorer’s pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hemp rope strapped to the side of it), a longbow and a quiver of 20 arrows

Trinket: A dragon's bony talon hanging from a plain leather

Background