Minotaur Champion
Huge Monstrosity. CR 16, AC 19, 262 HP. Traits: Labyrinthine Recall, Magic Resistance.
- Armor class
- 19
- Hit points
- 262
- Challenge
- 16
- Creature type
- Monstrosity
- Size
- Huge
Stat block
- Cha
- 14
- Con
- 22
- Dex
- 10
- Int
- 10
- Str
- 22
- Wis
- 16
- Speed
- Walk: 50
- Senses
- darkvision 120 ft., passive Perception 21
- Skills
- Perception: 8
- 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.
- Languages
- Abyssal, Undercommon
- Saving throws
- Wisdom: 8; Strength: 11; Dexterity: 5; Constitution: 11
- 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.
Source and licence
From A5E Monstrous Menagerie.
Licence: Open Game Content (OGL 1.0a).