5e: Equitaur


With only one day left in May, I am starting June’s blog posts early. This month is going to focus on monsters, mainly because I got some new monster art recently and I want to create the fun creepies. *evil laugh* We’re going to be doing like at the April with the skunkdrill, where we created a 5e, Pathfinder 1e, and 13th Age version of these creatures.

Additionally, the votes from our Patreon are in and they want to see details on minor deities and their associated religions So those are the blog posts coming your way in June. I’m not sure what kind of religions to create for Traveller, but we will be coming up with something. I love a challenge. Anyways, join our Patreon today for only $3 to help us decide what our blog posts should be about.

Back to this blog post, the image for this blog post comes from Dean Spencer. If you love his work, tell him. For that matter tell whatever artist who’s work you enjoy how you feel. Same is true for writers. And publishers. We love to hear your thoughts and feedback, especially positive feedback. He named this piece a Tikbalang, which got me researching its origins. When I bought it, however, I thought equine minotaur. I hope I was able to merge these two ideas together into one absolutely terrifying monster. Enjoy.

Equitaur

Large monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33)
Speed  40 ft.


STR 20 (+5) DEX 19 (+4) CON 17 (+3)
INT 9 (–1) WIS 17 (+3) CHA 10 (+0) 


Skills Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal
Challenge 4 (1,100 XP)


Run. An equitar may take a Dash action as a bonus action.
Spiked Body. A series of spikes protrude from the equitar’s spine. Creatures grappling an equitaur automatically take 2d6 piercing damage at the start of their turn.

Actions


Multiattack. The equitaur makes 3 attacks: one bite and two claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.
Terrifying Whinny (Recharge 5–6).
As an action, an equitaur can whinny in a way that can give someone shivers down to their core. All creatures within a 20-foot radius that fail a DC 14 Charisma saving throw take 14 (4d6) psychic damage and are frightened for 1 minute. A successful save means the creature takes half the damage and is not frightened. Frightened creatures may attempt a new saving throw at the end of their turn to end this effect.

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