Kagrath of the Iron Horn
Saving Throws
- +10 Strength
- +1 Dexterity
- +9 Constitution
- +3 Intelligence
- +2 Wisdom
- +2 Charisma
Skills
- +1 Acrobatics (DEX)
- +2 Animal Handling (WIS)
- +3 Arcana (INT)
- +10 Athletics (STR)
- +2 Deception (CHA)
- +7 History (INT)
- +2 Insight (WIS)
- +6 Intimidation (CHA)
- +3 Investigation (INT)
- +2 Medicine (WIS)
- +3 Nature (INT)
- +6 Perception (WIS)
- +2 Performance (CHA)
- +2 Persuasion (CHA)
- +3 Religion (INT)
- +1 Sleight of Hand (DEX)
- +1 Stealth (DEX)
- +2 Survival (WIS)
Features & Traits
Can attack three times whenever taking the Attack action.
Take one additional action on your turn.
Bonus action: regain 1d10 + 12 HP.
Reroll a failed saving throw, using the new roll.
7 superiority dice (d8s), recovered on short or long rest.
Spend 1 superiority die to add the result to an attack roll.
On a hit, spend 1 superiority die to add damage and force a STR save (DC 18) or knock prone.
On a hit, spend 1 superiority die to add damage and force a WIS save (DC 18) or become frightened until end of Kagrath's next turn.
Forgo one attack to direct an ally to make one attack as a reaction.
On a hit, spend 1 superiority die to add damage and force a WIS save (DC 18) or have disadvantage on attacks against creatures other than Kagrath until end of his next turn.
After 1 minute observing a creature, learn how two of its ability scores compare to Kagrath's.
If no superiority dice remain when initiative is rolled, regain 1 superiority die.
Gore attack: +10 to hit, 1d6+6 piercing. After using the Dash action, can make a gore attack as a bonus action.
After hitting with a melee attack on his turn, can use a bonus action to attempt to shove the target (STR Athletics contest).
Proficiency in Intimidation (expertise applied via background).
Perfect memory for any path traveled. Cannot become lost.
Equipment
| Item | Qty | Notes |
|---|---|---|
| Greataxe | 1 | +1, called the Iron Answer. Carried for nineteen years. |
| Half Plate | 1 | |
| Javelin | 4 | |
| Travel Cloak | 1 | Weathered |
| Journal | 1 | Written in Minotaur script. No one else in the band can read it. |
Personality
Personality Traits
Speaks less than people expect. Watches more than people notice.
Ideals
Strength is a responsibility, not a privilege.
Bonds
The Iron Horn Band exists because I built it. It will outlast me.
Flaws
He has not seriously considered the possibility of being wrong about something, because he has not been wrong in a long time.
Languages & Proficiencies
Backstory
Kagrath has led the Iron Horn Band for nineteen years. The Eastern Tribesmen neighboring his territory have started treating him as a fixed geographic feature rather than an individual -- the way you might treat a mountain. He intends to lead the Band until something more capable than him comes along. In nineteen years, nothing has qualified. He speaks Common. Fluently. Without an accent. He does not advertise this.