Torax, a minotaur barbarian, is fiercely loyal to Xentarich and maintains order among the troops. The crew, except Xentarich, view him with great fear and always treat him with respect. Torax usually watches over the gnomes in area 14.
Large monstrosity, lawful evil
Armor Class 21 (+2 plate, ring of protection)
Hit Points 230 (20d10 + 120)
Speed 40 ft.
Abilities Str 22 (+6), Dex 12 (+1), Con 22 (+6), Int 9 (-1), Wis 16 (+3), Cha 12 (+1)
Saving Throws Str +11, Con +11
Skills Athletics +11, Perception +8
Senses darkvision 60 ft., passive Perception 18
Languages Common, Abyssal
Challenge 13 (10,000 XP)
Special Equipment. Torax is wielding a +1 flaming warhammer. It acts the same as a flame tongue, except it is a +1 weapon and a warhammer, plus the weapon is oversized. Torax is wearing +2 plate armor and a ring of protection. He is also carrying a potion of cure serious wounds and Quaal’s feather token (anchor).
Charge. If Torax moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 27 (6d8) piercing damage. If the target is a creature, it must succeed on a DC 19 saving throw or be pushed up to 10 feet away knocked prone.
Feral Instinct. Torax has advantage on initiative rolls.
Labyrinthine Recall. Torax can perfectly recall any path he has traveled.
Reckless. At the start of his turn, Torax 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 his next turn.
Relentlessness. If damage reduces Torax to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken. On a success, Torax drops to 1 hit point instead.
Multiattack. Torax makes two attacks with his warhammer.
Flaming Warhammer. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage plus 7 (2d6) fire damage, or 18 (2d10 + 7) bludgeoning damage plus 7 (2d6) fire damage when used with two hands.
Gore. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
Torax can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Torax regains spent legendary actions at the start of his turn.
Move. Torax moves up to half his speed.
Attack (Costs 2 Actions). Torax makes one weapon attack.
Ferocious Presence (Costs 3 Actions). Torax targets one creature he can see within 30 feet of him. If the creature can see or hear Torax, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of Torax’s next turn. On subsequent turns, Torax can use his bonus action to extend the duration of this effect on the frightened creature until the end of his next turn. The effect ends early if the creature ends its turn out of line of sight or more than 60 feet away from Torax. If the creature succeeds on its saving throw, it is immune to Torax’s Ferocious Presence for 24 hours.
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Art by Marvel Comics.