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).

Every licence notice Tavern Bag relies on.