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Asterion Lazarus in Dungeons & Dragons 5e

Asterion Lazarus

3 Level (0/2700 XP for level-up) Outlander Background Minotuar Race / Species / Heritage Neutral Good Alignment
Monk
Level 3
Hit Dice: 3/3
1d8+0 Class 1

STR 16

+3

DEX 16

+3

CON 10

+0

INT 8

-1

WIS 12

+1

CHA 10

+0

18
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
3 /
Ki
+4 Expertise Bonus
+2 Proficiency Bonus
+5 Strength
+5 Dexterity
+0 Constitution
-1 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+5 Athletics STR
+0 Deception CHA
+1 History INT
+1 Insight WIS
+0 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+1 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Horns +3 STR 1d6+3 piercing
Attacks



  • Creature Type: Humanoid
  • Size: Medium
  • Speed: 30 feet

Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.


Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.


Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you.


Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.


Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character




Features & Traits

Handaxe, 10darts, Dungeoneers pack, crowbar, Hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50ft hempon rope, staff, hunting trap





Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money

Minotaur, Drarvish, Common


Simple Weapons


Short Swords




Languages & Proficiencies


Age-25, Wanderer Trait


6FT 2in, 275lbs, Black/grey, scars, broken horn, travelers clothes




Personality Traits


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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