Asterion III, King of Crete (D&D 5E Bonus Content for ‘In the Footsteps of Hercules’)

Asterion III, King of Crete (D&D 5E Bonus Content for ‘In the Footsteps of Hercules’)

Following are D&D 5E stats for Asterion III, King of Crete, who the characters in the official playtest group for Skirmisher Publishing’s“In the Footsteps of Hercules” universal sourcebook enountered during their visit to the ancient palace of Knossos! He is associated with places located within Skirmisher’s Swords of Kos Fantasy Campaign Setting but is suitable for use in any traditional role-playing game milieu. 

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Asterion III, King of Crete

Asterion III, a Minotaur descended from the one slain by the hero Theseus centuries earlier, is the current reigning monarch of Crete. He was raised from birth to assume this position and so, other than his physical characteristics, does not conform to most of the stereotypes typically applied to creatures of his sort.

While he is competent and in no way resents his duties, the crown weighs heavily upon Asterion, and he has little rest from his many political, religious, and cultural responsibilities or the worries associated with ruling the beleaguered, vestigial nation that Crete is in the current era. His greatest passion and emotional outlet, however, is dance, and he misses no opportunity to watch, participate in, or sponsor events involving it.

As Crete’s head-of-state, Asterion is automatically a member of its official religious organizations, including the Bull Cult, for which he is both ceremonial high priest and an object of veneration; the Snake Goddess Cult, for which his wife Queen Ariadne is the high priestess; and the Rhea Cult, his favorite, as its activities include elaborate ritual dances while armed and armored. As a result of these involvements he has acquired some divine spellcasting abilities.

Asterion is a skilled, deliberate, and very dangerous combatant, but only dons his beautiful coat of bronze plate mail or takes up the double-headed bronze axes that are the symbol of his nation when performing appropriate official duties. He has a dedicated cadre of bodyguards, however, and at public events in particular is protected by multiple priests capable of using counterspells and numerous hand-to-hand combat experts (and, of course, no one but them are permitted to carry weapons of any sort in the presence of the king). He also possesses a number of useful magic items, including a Ring of Free Action.

Asterion III

Large monstrosity, lawful evil

Armor Class: 14 (natural armor; 22 with plate)

Hit Points: 104 (13d10+39)

Speed: 40 ft.

STR             DEX             CON             INT               WIS              CHA

20 (+5)         11 (+0)         16 (+3)         12 (+1)         16 (+3)         19 (+4)

Saving Throws: Str +7, Wis +6, Cha +6

Skills: Deception +7, Insight +9, Perception +9, Performance +10, Persuasion +7

Senses: Passive Perception 19

Languages: Common (Greek), Latin

Challenge: 5 (1,800 XP)

Charge. If Asterion 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 9 (2d8) piercing damage. If the target is a creature it must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet away and knocked prone.

Labyrinthine Recall. Asterion can perfectly recall any path he has traveled and can flawlessly reproduce any dance steps he has taken or even merely observed.

Inspiration (3/long rest). Asterion can inspire others through stirring words or music. To do so, he uses a bonus action on his turn to choose a creature other than himself within 60 feet of him who can hear him. That creature gains one d6 Inspiration die and once within the next 10 minutes can roll it and add the number generated to one ability check, attack roll, saving throw or weapon damage roll it makes. Alternately, when an attack roll is made against the creature it can use its reaction to roll the die and add the number rolled to its AC against that attack. In all cases, the creature can wait until after a d20 is rolled before deciding to use the Inspiration die but must decide before the storyteller says whether the roll succeeds or fails. Once the Inspiration die is rolled it is lost and a creature can have only one Inspiration die at a time.

Noticing and Being Noticed. Asterion’s proficiency bonus is doubled for Insight, Perception, or Performance checks that he makes (factored into the bonuses listed above).

Polymath. Asterion can add +1 to any ability check he makes that does not already include his proficiency bonus.

Speak with Bovines. Asterion has the ability to speak with bovine creatures of all sorts, to include cattle, and to understand and be understood by them.

Spellcasting. Asterion is a 4th-level divine spellcaster. His spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He knows the following Bard spells:

Cantrips (at will): Message, Prestidigitation

1st-level spells (4 slots): Comprehend Languages, Detect Magic, Heroism, Illusory Script

2nd-level spells (3 slots): Enhance Ability, Suggestion, Zone of Truth

ACTIONS

Multiattack. Asterion fights with two Human-sized greataxes and can make one attack with each of them (receiving full damage bonuses for both). If he is prepared for combat they will be the +3 magical weapons that hang in his throne room but, if not, there tend to be plenty of greataxes within reach throughout the palace. 

Greataxe +3. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (1d12+8) slashing damage. 

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) piercing damage. 

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