Minotaur Champion
Huge Monstrosity
- Armor Class: 19
- Hit Points: 262 (21d12+126)
- Speed: walk 50 ft.
- Challenge Rating: 16 (15,000 XP)
- Source: A5e Monstrous Menagerie, page 335
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 22 (+6) |
10 (+0) |
22 (+6) |
10 (+0) |
16 (+3) |
14 (+2) |
- Saving Throws: Str +11, Dex +5, Con +11, Wis +8
- Skills: perception +8
- Senses: darkvision 120 ft., passive Perception 21
- Languages: Abyssal, Undercommon
Special Abilities
- Labyrinthine Recall: The minotaur can perfectly recall any route it has traveled.
- Magic Resistance: The minotaur has advantage on saving throws against spells and magical effects.
Actions
- Multiattack: The minotaur gores once and attacks twice with its greataxe.
- Gore: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage and the target makes a DC 19 Strength saving throw being pushed up to 5 feet away and falling prone on a failure. If the minotaur moves at least 10 feet straight towards the target before the attack the attack deals an extra 13 (3d8) damage.
- Greataxe: Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage.
- Fire Breath (Recharge 5-6): The minotaur exhales fire in a 30-foot cone. Each creature in the area makes a DC 19 Dexterity saving throw taking 55 (10d10) fire damage on a failed save or half damage on a success.
Bonus Actions
- Roar of Triumph: If the minotaur reduced a living creature to 0 hit points since the end of its last turn, it roars and gains 35 (10d6) temporary hit points.
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